Duel Masters Play's - English Patch (MF ZORO)
681 posts

Duel Masters Play's - English Patch (MF ZORO)
@DMP_Eng
Your resource for Duel Masters Play's ー official simulator game, in English 🇯🇵➔🇺🇸 🛠️ English Patch Guide 🎴 Deck Profiles & Codes 📈 Meta & F2P Tips








There's been a lot of discussion lately about what the ideal resource system for a TCG looks like I've always felt that Duel Masters was really ahead of its time in many ways All cards doubling as resources, the shield/trigger system, and the design philosophy that all you need is just a deck of cards You can see these design philosophies spread across a lot of modern TCGs today











Every TCG is going to have non-games. Non-games are the result of variance which is something TCG's need. Some people feel like Magic's non-games are worse because the variance comes from the mana system, so a MTG non-game is "you don't play you cards." In reality this is no more of a non-game than some Hearthstone card doing something random to kill you out of nowhere, but Magic takes more heat for it because it feels worse. It's basically the same concept as how in Commander you can Doom Blade your opponent's commander and it's fine, but if you counter it they get salty. The result is the same, but the Doom Blade gives you the illusion that you were actually making progress and doing something. It tricks you into thinking your decisions mattered, but really they didn't. Non-games in other TCG's do a better job of giving you this illusion, to tricking you into thinking that they aren't really non-games because you are taking game actions and doing things. But really they are the same as getting mana screwed.


⚔️ When an unstoppable force (protag archetype) meets an immovable object (my 50 Shield Triggers) 💀My deck: Mad Rock Romanov - spell-slinger, self-mill, grave combo 🃏Opponent: Jokers (Gunbattler type) - Swarm, OTK #デュエプレ








@DMP_Eng I always thought shield triggers were a neat mechanic that could change the pace of a match if you pull them at a clutch moment. Then they started to experiment with dual nations and even evolutions, sadly which most of us EN players missed out on. Ahead of its time. ☕️

Every TCG is going to have non-games. Non-games are the result of variance which is something TCG's need. Some people feel like Magic's non-games are worse because the variance comes from the mana system, so a MTG non-game is "you don't play you cards." In reality this is no more of a non-game than some Hearthstone card doing something random to kill you out of nowhere, but Magic takes more heat for it because it feels worse. It's basically the same concept as how in Commander you can Doom Blade your opponent's commander and it's fine, but if you counter it they get salty. The result is the same, but the Doom Blade gives you the illusion that you were actually making progress and doing something. It tricks you into thinking your decisions mattered, but really they didn't. Non-games in other TCG's do a better job of giving you this illusion, to tricking you into thinking that they aren't really non-games because you are taking game actions and doing things. But really they are the same as getting mana screwed.










