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View Full Version : Symbol-Theme Development in Set 3


JaniGreen
01-20-2009, 06:21 PM
Just thought we should have a scholarly discussion on where the 5 symbols are starting to head theme-wise since the release/impending release of more than just the basic vanilla warriors. Please chime in with your thoughts!

Super
I think it's clear that Super's theme focuses on the monstrous Z-Warriors. Heavy in the late game in both warrior combat/support and techniques. Though all symbols have their high-cost warriors, Super's tend to outclass the rest. Super cards tend to play on the Saiyan/Super Saiyan characteristics.

Villain
Villain has quickly developed to the weenie rush mentality - play lots of little guys and hit them before they hit you. With new cards like the plethora of new low turn cost RRA warriors and Muscle Tower, this is clearly the intended path.

Alien
Alien is the control symbol. Alien uses effects to prevent enemy warriors from entering combat, decrease their stats, and decrease the opponent's turn marker, and uses lots of effects that grant special abilities to their own warriors to make your day worse.

Unique
Unique is power in numbers. It doesn't rush as much as Villain, it uses more large warriors and supports them with +1/+1 coins and effects such as King Piccolo's for Evil Tribe and Babidi's for Brain Washed. It also has a slight discard theme shining through.

Earth
Earth focuses on the planet. It's major strengths are in its card draw and planet regeneration. It wins by keeping it's steam when the opponent runs out. Now that it has some high curve warriors, it's really quite a force.

Are my assessments correct? Please discuss. :D

Makeshift Ghost
01-20-2009, 06:25 PM
one thing you forgot about super is it can make 2 big teams fast and unique also focuses on putting back cards in your planet as well.

Random-Man
01-20-2009, 06:30 PM
I wana see you post about the strengths and weaknesses, if your so kind enough to do so, of each deck. I wana see the same assessments on all the combinations of dual decks and the same assessments on all of the possibly tripple decks and a final assessment on a random deck. I'm to lazy and I would like everything spoonfed to me. Thanks!

BalanceBJJ
01-20-2009, 06:52 PM
Villain
Villain has quickly developed to the weenie rush mentality - play lots of little guys and hit them before they hit you. With new cards like the plethora of new low turn cost RRA warriors and Muscle Tower, this is clearly the intended path.

I don't know whats intended, but Villain still does have some off the more beefy endgame warriors, and biggest net gain pumps, I don't think they even need to make use of Muscle Tower to be a tier 1 and maybe the tier 1 deck

Rastas4Jesus09
01-20-2009, 08:51 PM
super- big game warriors and enginnered purely for the late game, my be a bit behind in the beginning but by turn 6 they are gonna have huge teams that will only grow with super heal, the new new trunks tries to ensure that they stay in the game longer and ssj3 goku's trash finally gives them the power against chump blockers

villian- while currently having a good mid to late game with RR and very strong turn 5s, villian will get a huge boost to its rush aspects with cards like muscle tower, colonel violet, and major metallitron. 16 and complete form also continue to make them dominant late game. Villian has the luxary of being able to be run thier deck engineered to any facet of the game right now


alien- while the beast from the first set may have cooled a little since then, it continues to gain valuable contributions like ssj vegeta and zarbon and it looks to continue in the next set with the ginyu force and basically like the TC said is continuing to control the opponent. Body change looks like a great new technique in the next set that will finally give some uncolor pumps

unique- what is arguably the 2nd best deck right now looks to get even better with the next set, garlic junior powered form is ridiculously good and only a rare, majin buu adds a massive support value and dabura will probably be very good as well. it doesn't look like they gained anything for their early game yet but we have yet to see the brain washed theme. Pikkon and his effect open the way for some wicked new combos with evil force organized and evil containment wave. This symbol got some good new events/tech aswell with the fantastic ball of seal and countering evil containment wave, pure impulse as well as thunder flash's ability to hit anyone on the field

earth- finally the splash specialist from the first two sets looks to finally be playable mono thanks to strong new warriors like 18 and saiyaman. new techniques like huge difference in power and events like apperance of a hero combined baba can make earth a serious force to be reckoned with

JaniGreen
01-20-2009, 09:03 PM
Thanks for your input, Rastas, but this isn't exactly about how playable the elements are, but about their themes in general, meaning how the cards that they get relate to each other, regardless of them being good or bad.

soviet prince
01-20-2009, 10:02 PM
jani green props on the breakdown you pretty much described it very well, be intrested in article writing for ttg?

theyellowdart
01-21-2009, 12:30 PM
don't forget that super also has a little bit of a movement theme. w/ cards like instant transmission, the t5 goku from set 1 (yeah, i know people don't use it), and rapid movement; they can shuffle their teams around. it takes some strategy, and at this point i haven't seen it used much. however, it does seem to be a theme that has been developed a little through the first 3 sets.

also, alien has a little bit of a weakening low turn warriors theme in some of its card effects. for example, ff frieza's card effect, saibamen's effect, and zarbon transformed's effect all weaken or damage low turn warriors.

Snow
01-21-2009, 04:36 PM
Super
Super is the endgame beatstick if there every was one. They have cards early game that exist for survivability, but their aim obviously is endgame. Early control cards can counter their opening and make it difficult to last to the end. Their largest weakness, however, is the ability to chump block. They can swing with a big team and be chumped without much of an issue. A single card like SS3 Goku MAY change that, but more damaging keywords would make this group an open powerhouse.

Villain
Villain's game starts on Turn 2. Even with the upcoming destructive fury, their real power opens on turn 2. Not to say this is bad in the least, contrarily it works wonders. You can last to turn 2 easily, and swing with huge teams from then on.

Alien
Alien is a rush/control group. Rushing from Turns 0-4, and ending a match before you even need to get out SS Vegeta or Final Form is their aim. Cards like Binding Technique have added a sense of Time control, which may end up being another theme we end up seeing throughout Alien decks. Their major lack of support warriors has proven to be a key problem for them, in addition to their zero useful buff cards.

Unique
Unique revolves around managing your opponent. Restricting cards they can play, removing warriors from the field, and taking their dragonballs really limit what their opponent can do, and they're great at doing just that. Cards like petrification and dabura, in addition to Ball of Seal, can give any opponent a dead hand. However, they're open to buffs, for theirs have been tossed aside for their control abilities. While dangerous, most Unique decks also revolve around King Piccolo, whom without, they fall apart.

Earth
Earth is really the wild card. Their Adventure battle could very well end up being their saving virtue. Power is definitely not their strong suit, but is made up for by cards like Huge Difference in Power. In addition to pretty much stay on the field forever with Journey Adventure, this deck can surprise even the strongest team with out of the box abilities like Sleepy Boy. Their weakness is the fact that Earth simply lacks outrageously powerful warriors to capitalize on these awesome techs and events.

swordmaster
01-21-2009, 06:24 PM
Super
Super is the endgame beatstick if there every was one. They have cards early game that exist for survivability, but their aim obviously is endgame. Early control cards can counter their opening and make it difficult to last to the end. Their largest weakness, however, is the ability to chump block. They can swing with a big team and be chumped without much of an issue. A single card like SS3 Goku MAY change that, but more damaging keywords would make this group an open powerhouse.

Villain
Villain's game starts on Turn 2. Even with the upcoming destructive fury, their real power opens on turn 2. Not to say this is bad in the least, contrarily it works wonders. You can last to turn 2 easily, and swing with huge teams from then on.

Alien
Alien is a rush/control group. Rushing from Turns 0-4, and ending a match before you even need to get out SS Vegeta or Final Form is their aim. Cards like Binding Technique have added a sense of Time control, which may end up being another theme we end up seeing throughout Alien decks. Their major lack of support warriors has proven to be a key problem for them, in addition to their zero useful buff cards.

Unique
Unique revolves around managing your opponent. Restricting cards they can play, removing warriors from the field, and taking their dragonballs really limit what their opponent can do, and they're great at doing just that. Cards like petrification and dabura, in addition to Ball of Seal, can give any opponent a dead hand. However, they're open to buffs, for theirs have been tossed aside for their control abilities. While dangerous, most Unique decks also revolve around King Piccolo, whom without, they fall apart.

Earth
Earth is really the wild card. Their Adventure battle could very well end up being their saving virtue. Power is definitely not their strong suit, but is made up for by cards like Huge Difference in Power. In addition to pretty much stay on the field forever with Journey Adventure, this deck can surprise even the strongest team with out of the box abilities like Sleepy Boy. Their weakness is the fact that Earth simply lacks outrageously powerful warriors to capitalize on these awesome techs and events.

I agree with you 100% snow. For strengths and weaknesses. Why do we get in arguments if we see things the very same when it comes to strengths and weaknesses of every style.

Random-Man
01-21-2009, 06:35 PM
Great input! Life becomes so much simpler when spoonfed!



Why do we get in arguments if we see things the very same when it comes to strengths and weaknesses of every style.

*You both debate*
and you debate well

It makes this forum worth reading!

theyellowdart
01-21-2009, 08:00 PM
Great input! Life becomes so much simpler when spoonfed!





*You both debate*
and you debate well

It makes this forum worth reading!

good call.:)