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DrZiztah

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A member registered Apr 26, 2025

Creator of

Recent community posts

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Ah yes, Lovecraftian horrors beyond mere human comprehension with Miss Locket.

This deck is actually pretty damn neat in the concept. The {Lock} is actually rather clever mechanic, and I like to imagine the card animations in-universe looking quite imposing and expansive. When doing Lovecraftian stuff, going full throttle is a good idea. And the mechanics involved really help that feeling of inevitable madness that you need to stave off at any cost.

For some criticism, though, there's a bit of a catch-22 going on. On one hand, this deck could do with more {Unlock} options. As far as I can see, you just have single Simple Card Move for 1 {Unlock}, and it takes 6 of those with one of the Power Card Moves to unlock another method. However, if giving more {Unlock} options, Yog-Shothoth's burn would become too much, in my honest opinion, and it would need proper rework to work with that?

Still, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Rina Wariah is a half of a mood, I have to imagine.

Now, I like this encounter a lot. It's straightforward, simple to run, and doesn't require all that much preparation to utilize. It's about perfect for having a Western-themed episode for a party even early on to the campaign, since the Gimmick offers some challenge, but does take a while to win the game. Like, it's just excellent design all around, and the little tidbits here and there are just fun, like the already-mentioned bit about tying someone on the tracks. Shoutout also to the second Plan to Win, and how it would work in practice. I also really appreciate you adding Judge tips for running it.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

So, unlike most here I imagine, I have no context as to the character from beforehand, lol.

That said? I honestly had a blast reading through this entry. Like, this poor misguided thing seems a bit over her head. But she clearly tries her best! The Deck's also pretty interesting in its function - surprisingly simple but effective, without being all that overwhelming. I really have to approve.

And that's mostly the thing? It's a ton of fun!

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

A real bona fide Wizard, huh!

So, the gimmick of this deck is actually pretty interesting and there's a lot of work put into all of the effects, and how they feel. Appreciate that! Probably would take a bit to get used to, and the GM will have interesting time wrapping their head around it the first time. But ultimately the idea is actually pretty clear here, even if there is a lot going on and a lot to prepare as a GM, and it definitely conveys that feel of facing a DnD Wizard in combat.

Do need to ask for clarification about The Arch Mage Robes - are they intended to work as a {Regalia}, or can you just normally hit Alistair directly like before? The deck might also suffer a tad if the Player Character plays aggressively at the start, though some of the later ramp-up effects are quite a lot and would qualify for Plans to Win on their lonesome, which is a bit of a swing.

Still, Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Okay then, this one seems quite a bit to go through - and keeping in mind the clarification from the other comments about {Bullet}={Coin}, let's get into it.

Honestly, this is a pretty neat {Resource} management deck, and some of these cards are actually quite clever too in what they do? Seems also the sort of encounter background-wise that's relatively easy to throw in to really inconvenience players - I get the impression this NPC ultimately has rather amoral disposition about her merchant-job.

On the downside, I have to say some of these Power Moves do seem overtuned for what they do? Ibaraki for example feels overloaded with 2 keywords, another effect playing off those, and then a separate effect. The final mode of Tamamo no Mae I think is also a bit too much for the effect, given from the looks of it Coins can't be removed from play and they actually are decently convenient to stockpile over the game. I'm also a bit confused about Demon's Sealed Lockbox having that 3-coin limit in the card text?

Still, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Okay, this one for some reason didn't appear on the "Submissions in need of rating" list, so nearly missed it.

It's a nice NPC concept for an encounter, though one that might depend a bit on the table and all. Clear gimmick too, and I appreciate the mechanics and consistent aesthetic involved. I'm quite curious on how you picture the mechanics to look like in terms of appearance and animations in-fiction?

I don't actually disagree with Mateoboio's assessment about defenses+burn being quite the combo, though, even if I am probably slightly less worried. It'd definitely have to be tested in practice. That said, {Blocker} Items being plentiful can become really frustrating to deal with as a concept for the reasons mentioned and feeling like no progress is made if dice luck gets bad? 

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Card Games with Badminton, presented by Chris and Sarah Tenor. This seems like it will be interesting!

Reading through the entry, I actually ended up liking the gimmick and its execution a ton. It strikes nice balance between simple, but with enough curveballs to make it challenging to face unprepared. It genuinely just seems really fun to play against.

I do need to ask a clarifying question on if a player/players would essentially be facing this deck twice? The picture didn't really clarify this, but I got the impression one of the twins is supposed to set up Shuttle Birdie, while the other goes for Birdedore Doubles - and they swap once the plan's disrupted, since Shuttle Birdie seems rather important to the gimmick.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Alright then! "Pulling Majestic Dragon" jokes personified in Pyke Xiang's entire shtick, huh.

I like Dragons and Dragon decks, and I own up to that. And I like the idea of Pyke essentially having a Dragon for every significant duel she has had. That is excellent storytelling gimmick too, and a perfect way to add to the storytelling of a campaign involved. For the most part, the deck also looks like a good challenge, without being too much on its own? Even Sovereign Emperor Dragon seems to enter that category where instead of anything targeting, you just bust out "Nuke the Field" card types for it. I also genuinely love Dragonrider's Pike and how it functions. Funnily enough, the card I'm most on-the-fence about is Unbreakable Spirit Countering Counters and being repeatable without using your Power Card Moves at all, but even then I can kinda see it being a thing for the Champion, and it does have a cost involved.

Now, on the flipside... While I like the storytelling gimmick by itself, it happening in the middle of the duel rubs me the wrong way? For example, Majestic Dragon in 5D's is meant to be a big, epic moment, but it still does kind of deserve some of the jokes involved. And becoming a Champion for the public, while more or less cheating by spawning an entire new card per duel specifically for the opponents's gimmick, just feels off. If she instead essentially created the card during the duel and gained it afterwards to memorize it all? That'd be honestly brilliant. But as is?

Still, dragons. Good job!

Huh, I see! Fair enough on making them be destroyed. I admit I've never played Runeterra, so all the references are just flying over my head here xD

But yeah, this is like actually a good deck? I do have my misgivings, which I outlined above, but I can definitely believe this one would pull off an epic finale for the players all the same!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Okay, this is a surprise, but a welcome one.

First and foremost, though, I admit this is a lot to wrap my head around gameplay-wise, and I have to figure it's something I should probably not be doing in twilight morning hours. The format is honestly neat as an idea, and I think it could be developed even further with a bit more space and time for it? Like, I'd want to try this out sometime.

I suppose while I ended up with a handful of questions, the main one is about tiles - does the mechanic carry over where you cannot play Warriors/Items, if there are no more free tiles to use for it? The use of "may" is confusing me lightly here, I suppose.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Well then... Nova Stewart's certainly different from Zachary, who I went through first.

The gimmick of this deck and its execution are honestly really great with this deck. Get some heavy Player Character Prodigy Playbook vibes from the description as well. Admittedly I can see this getting quite overwhelming if the opponet lets all four saviors enter the field, while in turn running the risk of losing realwly quickly if the opponent has gimmicks to ignore the inevitable {Blockers} that stall for the Saviors. I also honestly appreciate this one having notes for the Judge on how to run the deck effectively for a good encounter!

I do have to wonder about the Orbital Barrage, though. Like, the mechanics are obviously and objectively hilarious for a story (until someone has Turn-damage-to-Healing effect at least). But is there a design reason you opted for this approach? The first obvious comparable death satellite that comes to mind is that card series from Yu-Gi-Oh where it accumulates energy and then fires off (even if that actual card was actually kind of bad) for that stall --> FIRE feeling?

Still, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Ah yes, a true hoarder.

I like this deck a ton! It manages to hit that fun balance where it's simple enough to understand quickly, but is still going to result in funny situations in practice from all the {Relic} cards being passed along from the grumpy Dragon guarding its lair. The background for the character is simple, but effective - good to have to have more faces in that portion of Shuffle City.

If I had to ponder on some downside, I actually almost wish the {Relics} would actually stick to the field beyond first destruction, and keep passing owners. Then again, that might cause other problems, so it's ultimately more of a knee-jerk thought experiment than anything. Honestly, I don't have much to say? It's just a really simple but good entry overall.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Next up, Kenji Aoi - and shout-out to Bakura's deck in Battle City Tournament.

So, first things first, it's a good encounter to throw at players as a one-off? Someone possessed by hostile force, like a Demon, is a staple for a reason, and can make for excellent drama. Even if this encounter references concepts from a campaign world unique to the creator, it's still easy to slot into other campaigns by just brushing aside those mentions. The Demonic Board was also a great Plan to Win by Bakura, and I'm glad to see it here in this format too.

Now, I do need to voice some misgivings about the other Plan to Win: Demonic Child. It has a dual problem, where the first one is that it doesn't really interact with the Gimmick all that much? Forcing someone to discard with every {Careful}-induced bounce is evil in the more fun way, yeah, but doesn't feel quite at home here? I honestly wish it would instead do something with the letters, since those do seem to be the theme carried along by the deck, and this would help the cohesion of it all. Maybe bring out a letter with each bounce instead?

Further, the instant win button there is a bit problematic, if it's played second (and I assume it's intended to be the second Plan to Win by nature of Demonic Board needing time). In a longer game, a Player Character will probably have emptied their deck entirely naturally when this thing comes to the Field, and that's just an instant Win without the conceptual countdown instant win cards should have. See above for the idea of it bringing out a letter with each bounce instead, or some such?

Still, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Okay, I did not quite expect this entry to be about what it ended up being. So Pete Lanning...

To begin with, I honestly liked the background of this NPC a great deal! Might just be me being fan of the Spirit Playbook's concept, but fairytale encounters are something I can only approve of. The Deck's gimmick is also very neat, and carries that Fey sense of whimsy and capriciousness to it. Admittedly I'm not all that familiar with Peter Pan beyond basic cultural osmosis, so a lot of the nuance and references are definitely lost to me in way where I can't fully appreciate the work put to this.

One thing, though, that I wonder is if the deck does use {Fumble} a bit too much, particularly if you have Isle of the Lost and David out at the same time? With Advantage besides starting points and {Ace}s being ultimately luck-based to generate, and most often it taking one point to work against each {Fumble}, it can become more frustrasting than challenging to deal with constantly if you don't come to the game with a fair bit of Baggage?

Still, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Yeah, I can definitely see how Sun Yin is made to be a final boss. Let's get into it.

So, first things first, I actually like the deck overall? It really has all the "Final Boss" vibes going for it, and I enjoy that. The Power Moves in particular really struck me as fun and interesting, without being overcomplicated, and they do a good job of each actually building up tension without being too much on their own. Though I wonder if Spiritual Soldiers really warrants destroying the two at the end of the turn? The backstory of the character is actually quite interesting too: just "Nothing" for reasons why they are just as they are. Making sympathetic villains is fun and all, but sometimes you just really want someone you can punch in the face without a shred of guilt, and in that regard I like this fellow being the way he is.

I also need to give a shoutout to the Lash Out Against Losing of this guy hacking into your bank account to laugh at your balance. Like **** You too, mate xD

Now, for negatives... I'd say Hall of Heavenly Kings might need a clause of you not being allowed to use the second Plan to Win on the same turn it's played, or some other part of the inevitable chain might need slight brakes? A loop of Hall of Heavenly Kings -> Emperor's Generals -> Power Card move (with its Simple Card Move) I think might be too much even for endgame encounter opener, particularly with how much this deck can spam Respond Moves to make sure the player can't do anything. Pacing out the threats in the Finale is not a bad thing, I think?

I also have to say, I am not a fan of the last Plan to Win's thing of {Supreme} card Strength. There are plenty of ways to convey a card being nigh-invincible in direct combat or a trick encounter via effects. Atlas from the Book springs to mind as an excellent example with its negation of {Overwhelm}. And considering the sorts of things that have {Strong}+{Overwhelm} there, giving something explicitly made to be a step above just kind of strikes me off in ways I don't quite like?

Still, overall? Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Longlong here for the Perfect Draw!-shoutout to Yusei.

Backstory-wise, I actually appreciate the small detail of working in "Another man's trash, is another's treasure". It's a small thing, but these can really make a character, and works out to tie together the character's worldview. The deck is actually also really well presented, and it's really smooth to get an impression of how it works and what you're supposed to do - and it's also actually quite threatening to boot. I'd actually really love to run this deck!

For other thoughts... I'd have to say giving a bit more info to work with on Sheribomb and so on would be good for this character, as someone who just has this doc to go with? The document definitely still has room for expanding even lightly on what the group does, how it operates, and so on. I also found myself musing it might have been neat to have either another Power Card Move, or a Simple Card Move or two, that actually uses the Junk Tokens for its effect? For example, the equal destruction effect tund to work with Junk Tokens in a {Teamwork} pool. Granted, the Plans to Win do this well, but I get the impression with Scrapyard Chimera in particular that you're probably going to end up with a lot more Junk Tokens than you honestly know what to do with.

I would also like to ask a minor rules-clarification on Junk Protector, however. Is the effect meant to be for each Token individually? So effectively, if that card is in play, every Junk Token needs to be destroyed twice?

Either way, good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Maverick time then!

It took me a bit to go over the cards and fully grasp the gameplay loop involved with the deck. But after grokking it (I hope), I have to say I like it? Assuming these cards only attack once each, even if they have been to the hand. There's a nice ramping threat level to one of these coming up, hitting something, and then going to The Hand to be replaced by a {Normal} (Then {Weak}) Warrior on the Field. And the more these are played, the more that loop keeps growing, becoming really scary if those {Teamwork} Tokens ramp up too. It's honestly really clever.

For points I'm less sure about, I have to admit hook-wise that the idea of the Grand Melee happening every 25 years got a few blinks from me. Is there a specific reason in your campaign setting it needs to be that long - about a third of a normal human's lifespan? Even Real Life Olympics have just 4-year gap between them. Mechanically, I wonder if some kind of Simple Card Move to help with the gimmick directly is not uncalled for? Difficult to say without testing this in practice, though.

Good job!

(1 edit)

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand. 

Caspian Ashenwood time - has some interesting similarities to Argus Umber of this Game Jam, actually (Maw). I'm not sure if this is coincidental, but I found it neat.

Now, for actual thoughts... I honestly like this hook a great deal? I normally tend to be a bit unreasonable on having precise information to work with as a GM, but with Lovecraftian stuff, the vagueness is part of the appeal. So having it in the air whether the creepy disappearances are real or just mundane things going too far - or my personal favorite, it seems as if it was all a hoax, except a stinger has it shown that there in fact was something freaky going on under the surface - you can work with either way. The gimmick of the deck is also really interesting, and it's honestly a shame to hear you didn't have as much time to work on it as you might have wished.

What points of criticism I'd have for this deck seem to have been tread already in this chat. But to reiterate, yeah, I have to agree that the win condition for this deck is rather hard, and the gimmick of sacrificing your own Warriors runs into a bit of a problem if you can't steadily bring them up to. To borrow actual parlance, the card advantage is tough for the deck with the gimmick, so the effects really have to make up for it with either the strength, or you need really consistent access to said sacrifices. But as is, it seems quite easy for a PC to get the upper hand here.

Honestly, I hope you get to work on this after the Game Jam! There's a lot of potential here (sacrificing your opponent's cards maybe as worthy offerings)?

Good job!

(1 edit)

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Well then... Wong Su Kong was a lot to go through, no joke.

To begin with, I actually find the gimmick interesting? I admit it's not something I'd run, based on personal preferences. But I can see the appeal for at least a one-off episode style thing of forcing a player to fight against their own deck, and this is one way to go about it. There's potential there, and good shenanigans are always fun when pulled off. Plus, I have to give a kudos for the sheer amount of effort put into coming up with all the cards here!

The main negative side to this deck I suppose is inevitable with the gimmick: being a bit difficult to follow and prepare, even from GM side. There are so many cards that suddenly need the physical copies and you need to shuffle them, assuming the player is intended to play the normal way a player would and vice versa for the GM. I also wonder, if "Staples and Simple Card Moves are unchanged" is necessary? Staples are part of your deck, so it would make sense for Wong Su Kong to use them as his Simple Card Moves, and you using his Simple Card Moves as your Staples. Unless I am severely misunderstanding the intent, but that is how it seems to read.

I'd like to ask also a bit of a clarification on the specifics of how Bargain For A King works, to make sure I'm getting this correctly? Namely, am I understanding it correctly, that after swapping with the player, Wong Su Kong will then get the passive effect that activates each turn, and the new Plan to Win also appears on his side of the field - and the new Plan to Win is essentially the Player's {Ace}? Does the player also get access to the Invocation in the swapped deck?

Still, good job!

(1 edit)

...An excellent reminder to not do your reviews in the twilight hours of the morning.

Still, thank you for the clarifications - I now get it! The part of reversing all damage/healing didn't fully register to me there, and that's entirely on me.

Alright, thank you for the answers!

(1 edit)

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Honestly, I am quite glad to see a direct Greek entity used as a submission. Given the relevant presence in the base game, I have to give a Kudos for expanding on that.

Now, for the deck itself, I quite like the way the concept of Self-mill is handled here. The mechanics are easy to understand, and steadily add pressure, without being too much at once. Particularly since The Gates of Tartaros would by nature of being the second Plan to Win drop a bit out of the blue once Kampê herself has been dealt with. It's a nice ticking clock for the player to wonder why she is self-milling like that, and then suddenly that horrifying moment of realization. I also have to give shoutout to the fluff of someone like this just appearing at the Neo-Athenian Church, and having to be dealt with. Not to mention, the excellent Lash-Out options.

Perhaps a clarification on whether any of your own cards are sent to the Grave to count might be good? This since there's still space for it, and clarity is never a bad thing for the base sheet? Some tables might play with showing the NPC cards being sent to the Grave, after all.

Good job!

Good job!

I do have to ask, though, for a minor clarification on how the two Plans to Win come into effect? When would Naara play the second one of their choice, for example, since Invocations just sort of occur? First two turns used both for Plans to Win? Admittedly, I also am slightly wary of Twisted Souls, since you are 100% forcing a Custom Card Creation on basically all decks, assuming it doesn't get Countered very rudely.

Honestly, I like this idea a lot! It's a clear but tricky concept, and really forces the player to think how they're going to approach the duel outside their usual area of expertise and gimmicks.

Well then! Naara seems like a fun idea, and it would be funny to see it in practice

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

You know, the operating systems symbols definitely hid a really cool idea here with Argus Umber, once you check the link. Kinda sad it runs into the problem of "max 2 pages per entry".

First things first, I absolutely love the idea and the eldritch horrors involved. The poor guy needs a hug. Mechanics-wise too, the Duel is bound to be an interesting one with the deck, and I have to give Kudos for working the idea into reality, and just straight out coming up with alternative win condition!

I also have to ask for clarification, if the intention is to play both The Maw and then Carna as Plans to Win?

For a bit of criticism, it might be a good idea to explain what {Spelljammer} and other keywords do, since they're not in the main books, and it's highly dependent on table if people know about the fanmade keywords or specific card games? For a bit bigger thing, I think the Maw-mechanics could probably be formatted a bit more clearly - I admit I had some trouble keeping the thread together as things went on. I don't wanna base my thoughts on appearance, but with complicated effects, their formatting helps a lot with understanding what's going on.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Of the entries I've left a comment on so far, Ebony Ages has honestly given me the biggest pause to think - mostly on how the deck would play in practice.

To begin with, I honestly like the backstory blurb there! It might be just me, but I find it good to have more text and background info to work with, and it's fun to add a few more factions to the setting to contend with. Might be a good idea to give a bit more info on what kind of stuff he does in the criminal underworld, however? After thinking about the gimmick and the given cards, I think I like the idea quite a bit as well? Certainly has that big boss feel to it, being a lot more dangerous than most encounters in the book, and the effects manage to be both gimmicky and strong enough to be threatening by having effects for both being destroyed and getting those reinforcements from beyond the Doors of the Death.

That said, I find myself thinking there are some problems with the Plans to Win. I get the impression from the book that the two Plans to Win are meant to be played together, given the synergy involved? That is a lot to throw at players, but not uncalled for with climactic encounters - more, I think clarifying the intention would benefit the encounter a great deal? Further "Cannot be destroyed by any means" is cautioned against in the rules as something to avoid. {Resilient} is there for things that are a pain to get rid of the normal ways, after all. Thankfully, card text clear effects exist, as do card control effects as noted by Yessoan. But the King of the Underworld being in effect always on your field, combined with the effect of the Doors allowing you to take so many cards at once from your opponent is quite the pickle to deal with, particularly if you are intended to get both out Turn 1.

Don't get me wrong, I do think this is really challenging and would make for quite the BBEG! But the Plan to Win could use those clarifications.

As a sidenote, I find it lightly amusing none of the example cards given use the Simple Card moves provided.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

...Well, congratulations, I had to google up math terminology because of Darius Gauss' entry. And I have to figure there are a lot more math easter eggs in the entire design that I'm definitely missing xD

Now, for actual thoughts? Honestly, it's a good thing you specified this duel is meant to be a spectacle from the get-go, because the mechanics really make it one between all the effects. I actually really like the changing field effects here, and the unpredictability of it all - like the fate of the world really was on a knife's edge, if Darius were to succeed in his quest, and you really have to scramble through whatever may come to reach him. I really approve.

Admittedly, I can't help but to wonder if this deck could use a Simple Card Move that just rolls the World Die, or would that go against your personal philosophy with this encounter? Also, I think Newton probably could use an effect tied to X-Dragon as well. I seem to recall the rulebook cautioning effect ties to just a single card, or something to that effect.

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Well then! Not going to lie, my face when reading through the description of Lynda Simons was probably priceless, had anyone seen it. I was expecting someone obsessed with dinosaurs, but NOPE, MICROPLASTICS, SON!

I have to admit, I actually like the expanded Lash Out Against Losing options. Some things just require more description to make sense, and here it works out rather well. Not something I'd advise to do much, but Lynda pulls it off. Though with the oil well, could also have her inform everyone she's bought out the plot of land? For mechanics, Bahamut is scary, and I think the deck in general is honestly kinda neat for the idea with the sort of stupid/crazy awesome energy you don't often see!

For a bit of a longer thought train, I have to start my musings from the Simple Card Move that gives you a Black Gold Barrel for every Warrior in your grave. The deck as-is doesn't seem to have many Warriors for Plans to Win or Power Card Moves. However, if the Simple Card Move-created {Blockers} count, I'd have to suggest adding a maximum value to this. If the game goes on long enough, the amounts are going to become a bit much for a Simple Card move. It might feel too simple, but just "Gain 1 Black Barrel Gold" is perfectly valid for gimmick-based Simple Card Move. Maybe 2 if you have a Warrior there, or your opponent has a Warrior in Grave? Less swingy either way. Heck, an Invocation getting Black Barrel Gold for your opponent's grave would be pretty on-brand, or other Simple Moves using the resources for slightly more powerful effects?

Mechanically, another small clarifying question: Do Explosive Rocket Fists gain the effects cumulatively, but only once? So paying 3 Black Gold Barrels would {Strengthen} it only once?

Anyways, my bad for starting to ramble in this commend - good job!

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Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Similarly to Carly Lawrence, Jenny Marble just feels really well put-together all around. The idea is clear and simple, yet also seems interesting to put into practice and play against. It's also a hilarious mental image to just picture whatever cards you play hastily trying to destroy all the "Clues" on the table, to get her off their trail.

Of the two Plans to Win, I have to say the second one is the more interesting one to me? Turning all your Clues into actual threats is a big thing, and makes for great moments (and mental images) if played right. For Plucky Detective... It likely works out really well in practice, but with only a pure readthrough, the ability to attack directly conditionally feels slightly odd to me to think about? Maybe something to let her create more Clue tokens more actively would feel more in-line for the Detective of the Deck? However she would then use those to accomplish a win scenario is a bit more of a question mark, though, and the vibe is definitely there with the other cards too. 

Granted, all this is mostly quibbling. I really like this idea of yours as well, and I think it would be really fun to play against, and the character fun to mee.

Good job!

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Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

So... Have to co-sign shmits11 there with adoring Lewis Carroll's work being referenced here. And more to that, focusing on "Through the Looking Glass" specifically, rather than the usual "Alice's Adventures in Wonderland", or a mix of the two. Carly Lawrence in general is just really well put-together, both by being actually quite simple and straightforward, but presenting a clear and concise threat in letting the reflections of the cards warp and The Jabberwock being difficult to put down.

If I had to muse on something, it's maybe that I'm not necessarily a fan of using {Inevitable} on the Power Card Move warriors? Perhaps it's more common at other tables, but being able to ignore card text removal can be a pretty big hurdle, and feels at home with boss Warriors more than not - though in this case it is nicely in service to the {Warped} gimmick, so it does feel in-place there. There's probably also more you could probably do with {Warped}, though that would make the deck a lot more complicated than it necessarily has to be.

Still, I just love the design and the idea!

Good job!

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Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

So... Lance Walters. I have to admit, I'm a sucker for decks that make you a Warrior yourself. Gotta love {Regalia} cards. So in that regard, Lance already has a leg-up there for thematics, and I admit I like the description of them just as well. There's just something lovely to an enthusiast just wanting to show the things they've made in practice. The deck's idea is also simple and solid, and I find the way of not using {Regalia} cards, as much as skipping the middleman straight to the Warrior interesting. I was initially a bit wary of giving Power Card Moves for Plans to Win like this, but after thinking about it for a while, I admit to coming around to the decision as well.

I would like to ask for a minor rules clarification, though: Can an opponent attack you directly when one of the Plans to Win is on the field, given a relevant effect?

Entirely unrelated to feedback, was this inspired by Armored Core?

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Finishing off the cats, here's to Big Cat Susumu.

Idea-wise? I actually like this entry's idea a lot. A tricksy gang lady with a cat theme is hard to go wrong with, though I do think someone in her position could do with a bit more biographical text or hook ideas for GM to use? Throwing her henchmen at players can be done without some thought, but once the gang leader's there, you do need some extra thought put into the plot beats involved.

This honestly follows into the mechanics, where I think the idea has a ton of potential. Having to deal with unknown cards just face-down, with several being basically traps, is a wonderful gimmick. However, I do think it would have benefitted this deck a ton to have a separate bit in the entry that more thoroughly explains the face-down mechanic for the GM and the player both. For Player: Do you see strengths? Do you know if they are Items or Warriors? What happens when you use a card text-clearing effect on one (which I'd assume to be one possible way to deal with this)? For GM: Can you yourself attack with face-down Warriors? Can you shuffle the cards around after doing things with them?

Similarly, I have to wonder if this entry would have benefitted from one Simple Card Move that plays with the gimmick by turning a card Face-down?

Still, good job!

Disclaimer: I will not focus on Art or Grammar, unless the latter would make the deck too difficult to understand.

One-Eyed Kazuo's a bit more direct than her counterpart in Masaru theme-wise. You know what you get, and I think her deal makes it relatively easy to throw her at players. Not to mention, it seems relatively smooth to play her and Masaru's views and drives both for them covering for each other, but also against each other once the inevitable friction becomes too much for dramatic duels. So yeah, I have to give a kudos for creating a good foundation for plot beats - I like an NPC character ready to risk everything. Similarly, her deck's gimmick is straightforward, and I suspect pretty interesting to observe in practice. Seppuku Sword especially seems like something that'd make for a memorable challenge to face.

On the downside, the deck does seem like it would rely on Masaru's presence to keep at it? This can become a problem as well.

I do have to check for a few minor things mechanics-wise, though. First, is the {Follow-up} on the second Plan to Win intended to be for another Power Card Move that turn? Second, is the first Plan to Win's ability meant to be used for a Samurai on the field or can you do it to the NPC's "Hand" as well?

Good job!

Disclaimer: I will not focus on Art or grammar, unless the latter would make the deck too difficult to understand.

Alright, starting off the series of comments on all the submissions here on this one.

Back-Breaker Masaru's a bit of an interesting case to look over. I honestly approve of the idea of the big bruiser of a scary group being actually quite gentle and trying to look for the others. In that regard, the themes of the deck are quite fun.

On the flipside, I have to say, I have some reservations about the gimmick itself? This mostly owing to the possibility of it becoming really, really frustrating to play against if she doesn't give up the game when going through both of her Plans to Win. This is not necessarily the same as being difficult, but rather the inherent danger of grindy encounters starting to feel chore-y. Being paired with a more aggressive and reckless partner does probably curb this in practice, though, and I do like the mechanics of a paired duel with one hyper-aggressive player and one 'healer'. So in that regard, the deck is more interesting in that paired duel context.

Incidentally, I am not entirely sure what the Simple Card based on gimmick would be here, since she already has +1 Life gain there?

Still, good job!

Thank you!

Just think of the Rainhawks as the ammo the actual cards use, that will simplify the thinking a lot. Being {Weak} they don't actually do anything outside when {Fused} with the boss cards xD

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Thank you!

And yeah, I was very much serious about that "Climactic Boss Encounter" rating for this one - use only once the players are actually ready to take on the World. Admittedly, this one suffered much more from the relatively limited space to work with, in comparison to the other one I published in this jam ^_^;.