![]() ![]() ![]() The true balance issue I see is inherent in one of Shadowverse’s rules. But a specific deck can be rectified with new expansions or fine tuning already existing cards. Since there are so many competing ways to play, balance is a constant debate. So evolving becomes a matter of knowing your deck’s specialized playstyle, your cards special abilities, and predicting what cards your opponent will play based on their deck. ![]() To bring it full circle, some spells are activated when you evolve, or carry over when you evolve your card. Whereas Dragoncraft Decks become stronger when players have seven orbs. Runecraft decks have some cards which become stronger when you play spells. Each deck has cards with exclusive abilities, which decide how you want to play. My Ghost Rider’s ability won’t show up in just any deck. In my Shadowcraft deck the card Ghost Rider has the special ability Last Words: when he’s killed he’ll bestow Ward on a random ally-turning them into a shield that protects my health pool. Many cards have secondary effects, typically tied to the deck they hail from. Good thing cards aren’t just artwork with attack and defense points. Knowing when to trade in and evolve is a hefty tactical decision knowing when your opponent will evolve requires prudence.īut, if cards only became stronger through evolution the mechanic would be as bland as Shadowverse’s story. ![]() After three turns you have the option to spend an evolve and buff the stats of one of your played cards (as well as morph the artwork to make it even more flamboyant), typically increasing its strength and defense by two or three points. One of Shadowverse’s central mechanics-and what largely sets it apart-is evolve. You then summon creatures-some more voluptuous than others-and attack your opponent’s health pool to whittle it towards zero. Each match starts with players drawing three cards and gaining one orb point per turn orbs are needed to play cards. (I always wondered if “I’ll kill you,” is followed by characters whipping out their binders and dueling in the middle of a spooky forest I like to think so.)Ĭard battles are deceptively simple: familiar enough to anyone who’s played a card game (*cough* Hearthstone) with enough nuances to not avoid being labeled a clone. The story is there to galvanize a duel, not wow players with literary brilliance. Thanks cliffhanger.īut this is a card game. What does make the story interesting is all the characters form an intertwined drama: one overarching narrative that made me feel like a detective pinning up images with string on an evidence board-only to put it all away by the endo of the campaign. Surprise, surprise, the story is lackluster. There are seven deck types altogether, portrayed by exaggerated characters you get to play as during the campaign. It’s where you’ll learn the deck archetypes. It’s a sign: Shadowverse is worth installing to find out what the buzz is about.įirst on the agenda is the campaign. Shadowverse’s embellished style and little twists make it the Japanese Hearthstone a comparison that shows up 35 times on the Steam storefront. But I’m also guilty of biting the lure, and I have no regrets. Shadowverse is easy to write off as just another card game, one that uses anime to trap weebs with its art. ![]()
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