So, obviously I have been and always will be notorious for my extremely loud and ardent views on things, and I always say they're based off logic, but frankly, they aren't always based on actual experience, just my advanced understanding of this game.
Well, after attending my first (and likely only) regional (which, hopefully by the time you've finished reading this article, you can read my tourney report in the TRForum), I figured, hey, why not actually use some REAL evidence from a REAL high-caliber tourney? Why not speak from what's ACTUALLY happened?
These are things I've learned from today, although some of them I had been saying since day 1. If you disagree, by all means do, but just know most of these issues I will debate with you heavily.
NOTE: Although almost every topic covered here was also covered with Scubadude, MegaGeese, Steele, and others, unless I specifically use them as an example, please do not you my words against them. I am the sole author.
#1) Seong Mi-Na is incapable of winning it big.
I've built Seong Mi-Na in 3 different ways. Also, today I literally beat the other Seong Mi-Na by 1 place. Crazy stuff. After some discussion, we all unanimously agreed Seong Mi-Na is simply incapable of winning anything in a respectable playing field. I'll cut to the chase:
1: Handsize. "Oh, but Shinji, come on, Aquakinesis, Bigger They Are, Tag Along." Cool...but you actually have to, you know, DRAW them. Not just draw them, but sometimes draw multiple copies of them, and make sure they do not get negated. Believe me, all throughout my regional, my handsize was a constant 5-11, and only rarely did I have troubles. However, that 5 handsize IS going to be a liability, especially for the first turn where drawing what you need turn 1 is absolutely pivotal. A Seong Mi-Na without draw support simply does not cut it.
2: Donovan. I'm not saying this because I got my ass seriously handed to me by MegaGeese's Donovan (yeah...owned =/), but rather because their similarities are uncanny, and the differences are stacked in D's favor. Seong Mi-Na has few things over D. She can run Red Lotus, she can immediately bounce Ira-Spinta, and she has, yes, a Form ability on Defender. That's it. Her usefulness pretty much ends there (although there's no denying her badass E). Donovan is a 7 hander. He has free clearing (much quicker than Seong), and has built-in draw, so no need for Aquakinesis (but boy is that swell in Donovan anyways). What's more, he runs Experienced Combatant way better than Mi-Na, and while Mi-Na instantly gets Tag Along or Ira-Spinta, Donovan can simply use Tenacious. I think it's agreed Donovan is the premier Order character as of right now, but trying to justify using Mi-Na over Donovan is really, really hard, something I think will always curse her to be worse than him.
3: Somewhat a combination of the two. Mi-Na is reliant on about everything. Tag Along is her best friend, and if it gets KFT'd, discarded, or simply not drawn, she's at a disadvantage. Furthermore, she NEEDS to draw. Period. Unless you're like me and you run Shadow Blade (and you won't, because who the EFF runs Shadow Blade?), Seong Mi-Na can NOT win without help from her draw. The odds suddenly become thrusted to your opponent's favor, leaving you with nothing but hope, and a crapload of vitality that loves to LOL at Spinta's weak damage.
"What about Jeremy Ray? He almost won!"
The way I view it, if you run enough attacks, ANYBODY can win a game. All kindsa factors can cause a good deck a bad loss. Checking Spintas, making stupid mistakes, failing blocks, etc. However, good players with average luck who play smart ought to be able to beat Mi-Na (depending on their char too, of course). It's not that Mi-Na = failure, it's that Mi-Na = difficulty, and if you're using her, you're clearly a "high risk = high reward" kinda guy as I am. But just know, as a Seong Mi-Na player, not only are you fighting against diversity, but there are just better characters than you.
#2) Banned talk with logic
So now that I have "acceptable" ground to speak on, it's about time we set the record straight:
1. Feline Spike is THE most powerful, most used attack around. Period. Of our top 8, I wanna say 5 of us ran Spike, and that's excluding the rest of the players who ran Spike as well. It's just THAT reliable.
"But what about that saying, that you check it more than you win with it?"
BS, and anybody who says that likely isn't running the card themselves. If you're running Feline, here's basically the skinny:
A - Don't run 4 copies. Ever. Run 2-3. It's all you need.
B - Checking shouldn't matter. If you're running Feline, there'd better be a Tag Along, Kabuki Artist, or a Free Will in your deck to fetch a checked Feline. There's simply no excuse to not have them.
C - Checking Feline doesn't lose games; YOUR OPPONENT KILLING YOU loses games. There's a difference. Failing control checks in UFS is going to happen. Often. At the worst times. Stop fretting about your broken-ass 1 check attack AND RUN IT!
It's not CSS. It's not. It's not "I hit the table and win." Rather, it's "I hit the table and usually win." Nevertheless, it's the most reliable kill around, moreso than both Launcher and Breaker, and any other multiple like Spinning Beat that just says "COME EAT ME ALIVE BITTER RIVALS!"
2. Defender's fine. Although I wouldn't mind that E getting changed, after using it today, I think it's fine. Besides, when was the last time we saw a Defender Loop do well? MegaGeese's Kyoshiro is the only one I think of
3. Blood Runs True has to go. No question about it, the card has an ability that ought to be limited to Akuma and Akuma alone. If I'm checking negative 3s? Yeah, how is that not broken?
4. Bitter Rivals is one of THE most threatening cards in our game, and it does need to go. Honestly, before regionals, I thought, "eh, it's a decent card, but I still think Ways of Punishment is better." Not anymore. Allow me to explain Bitter Rivals:
A - Back in the day, changing your attack's zone used to be a big deal. Changing your opponent's zone was an even bigger deal. BR can do both at absolutely no cost.
B - Strategizing against Bitter Rivals is like strategizing against Harrier Bee; your hand is getting chewed through one way or another, or your attacks will be blocked, or both. Bitter is THE hardest card to strategize around just slightly above such cards as Red Lotus and Blood Runs True. Depending on how many BRs they have determine not just what you can play, but what's going to go through. Bitter is not a stupid card; it has MORE than just two effects, if you catch what I mean.
C - As always, IT'S A FREE ABILITY! I swear, if FFG ever has openings for a card designer, I am packing up and moving up north, because this is ridiculous. As I explained to Scuba about how such cards like Red Lotus and Oral Dead need to have MUCH heavier costs, when it comes to FREE abilities, you'd better make sure they're not too useful. If Bitter had a momentum cost, it'd be much harder to use. As a free E to do what it does? No.
Like I said, feel free to debate me, but there's just too much Bitter Rivals does that pushes it over the edge. You can change all of your attacks to any other zone, namely, a zone your opponent cannot block. You can also change all of your opponent's attacks to zones that you can use to block against. Then of course, you can snipe out attacks, namelly, YOUR OPPONENT'S KILL CONDITIONS, while they're left wishing they had ways around it (and btw, despite how bustedsauce Chester's is, even Chester's is like EFF DAT to BR).
5. Ira-Spinta absolutely needs to go. There's simply no defending this card (other than the fact that you likely run it and don't want it to go). It's control on a massive scale. Anything added to your momentum by Ira's cost is only tutored by Lord of the Makai, or traded with Kabuki Artist off Air or Order, which basically renders its cost pointless. Furthermore, Ira's target, as I'm about to go into detail about in the next story (#3) is too global. It doesn't say committed foundations. In fact, it doesn't even say foundations: it says anything that isn't a character. That's simply unacceptable. If they had made **Jedah** more like Spinta, and Spinta more like Jedah, nobody'd care. But after witnessing the potential of this card (and when I say potential, I sure as Hell do mean LOCK DOWN), I can say fairly that it needs to go, hands down. There is NOTHING balanced about Ira-Spinta.
6. Lord of the Makai is more of a moral thing more than "OMFGBANTHISLAWL." As it has been discussed, momentum SHOULD come from attacking, but as we all know, that doesn't generally work that way. I'm OK with direct momentum gain, like via White Magic and Natural Leader, but Lord of the Makai just makes those two look extremely ridiculous by comparison, and overall it's just too one-sided and, as my complain is always, has no cost. You're getting +1 momentum for free regardless of how you carry it out, and then there's that E Commit, which while I wouldn't normally mind it's E Commit, Body of Souls shares All and Chaos and is clearly less desirable thanks to Makai's existence. Being a 2/6 +1-mid is also unnecessary. Like I said, it's not because this card is amazing that I'd want it to go, it's because it's free, costless momentum gain when momentum is supposed to be something you work for.
#3) Gray wars never die
Our game is still gray war infested, and here's why
We are given far too many universal cards that do not have harrowing costs. Almost every top tier card's cost is to be turned sideways. How many times do I have to say this? BEING TURNED SIDEWAYS IS NOT A COST! It only LOOKS like a cost because you're committing a resource so that it cannot be used again until it readies.
Program, Chinese, and Experienced commit ANY foundations. Oral Dead negates ANY form on a foundation or asset. Red Lotus negates ANY staging area targetting not named Siegfried/Rashotep's support.
And not only are these universal effects so powerful, they're cheap! You may think the Order three having 3 difficulty slows it down, but really, it doesn't, especially not when you've got even more powerful foundations like BRT (2), and Aquakinesis and Forethought (1).
If you ever want gray wars to end, you need to make gray cards correspond to orange cards, NOT OTHER GRAY CARDS!
For example...
If Red Lotus said, "Whenever your opponent destroys, commits, or removes a foundation from your staging area from the game BY THEIR ATTACK'S EFFECT" or "DURING THEIR ATTACK", then again, you've got something that is counter-ATTACK, not counter-FOUNDATION.
The way it works now, Red Lotus is almost Ibuki in itself. Red Lotus doesn't just stop stuff like Stun or Zi Mei, it stops Program, Chinese, and Experienced. It stops gray cards.
What happens is that games become wars of, "I just want ONE enhance to go through, BUT, in order for that enhance to go through, I need to wade through 2 Chinese, 3 Chester's, and 2 Oral Dead." There's no excuse for games to be played that way.
This isn't to say that foundations can never work against other foundations. However, when you go and give cards these global effects, you're not focusing on attacks: you're just focusing on being awesome, which is the whole **** reason why anybody who can run such cards END UP BEING TOP TIER!
#4) Earth, Good, Void, and Life need to kick it up a notch.
Every symbol can compete right now. That is...except for the above symbols. They can't, and they won't ever until they get the things they lack. Don't give my some giant list of, "LOOK AT ALL EARTH HAS!" Um, Earth is currently one of my favorite symbols, and I have a tri-symbol Gen in the works who cheatz face.
The 4 symbols are all lacking some things, and I might as well go into detail hmm?
Earth - Reliable draw and reliable momentum. Period. With some Bigger They Are-esque draw, Earth could finally matter. Although we all want to run *Yi-Shan* his lack of good draw is what keeps him from mattering, especially since he NEEDS his Inhuman Perceptions to stop Tag Alongs, which destroy him mercilessly. Earth, as of now, has amazing anti-meta cards. Calming the Mind to counter Makai, Amy's Assistance to counter Defender loops, Atoning for His Wicked Deeds which is simply awesome (and kills Red Lotus dead). But that still isn't enough. Apart from Ways of Punishment (which, while amazing, people WILL run Warrior's Path), it has no real way of killing (no Feline, no KFT, nothing like that). Earth needs some more spam-happy attacks, and again, draw support and momentum. While I think we can all agree *Gen* is the premier Earth character, and his abilities ARE good, they aren't good enough. Period.
Good - My favorite resource symbol =). Looking at Good's attacks, I know this is going to sound ironic, but it needs to be able to kill. Yes, I know, it has Ichi no Tachi, Mark of the Beast, and most importantly, Feline Spike. However, today I was looking over a Good deck I had built....and yeah, while Good is much like Earth in that it has some pretty nifty counter-meta cards, the list of Pros stops there. While Evil, Order, Air, Chaos, and Water are busy getting all these MAD control cards, the 4 symbols I mentioned need cards equally as cheap that DESTROY such cards, like Torn Hero. Of course, Torn Hero's biggest problem is?...anyone? ITS SYMBOLS!
Life - Needs a lot. Life shares too many cards with Earth and Good to the point where Life doesn't even know what it is anymore. History has proven life gain has never mattered sans Revitalize (which wasn't life gain; it was broken gain), and speed pumps are a convoluted strategy. When it comes to speed pumps, you're simply wasting time, and here's why. 1. Damage is what kills, not speed. 2. Speed pumps don't affect cards in their hand (other than potentially not being able to block). 3. Speed pumps don't affect the staging area. In short, if you want speed pumps to matter, we need new support where when you grant cards speed bonuses, magic stuff happens. Still, Life needs to stop sharing its symbols with Earth, Good and Water, and start standing out. Oh, and don't say, "Life can run TOS/Calming/Noblewoman"; those are ALL sidedeck cards.
Void - Void is getting there, and there's no denying that. It can Ways of Punishment, Multiple frenzy, Aquakinesis, No Memories...it has stuffs. But not enough so. Besides momentum generation, I'll admit, I don't quite know what Void needs because...I don't care for Void. Never have, and likely, never will. A symbol based around being slow and sapping options simply isn't my style.
#5) Decks with versatility win
That might sound rudimentary enough, but with the clear amount of HanzoKick, All Your Base Loop, and stall decks (such as Defender Loop) present, people aren't always getting the point.
Back when Addes Syndicate was still legal, and Matt Kohls challeneged me to build Evil HanzoKick and report back with my results, I took on his challenge. Built it, exactly as one would want, and as was expected, it went undefeated. However, I still went on to call the decktype crap, and I still do today.
Here's why =)
My Seong Mi-Na deck runs 4 different attacks (5 if you include Defender as an attack. I don't): Feline Spike, High Plasma Beam, Shadow Blade, and yes, Mega Spike. Today, I killed people with all 4 at some point or another. Why did I decide to do this? Because versatility wins. You're going to need back-up plans, because if your deck is situated around 1 and only 1 kill, you will not win, and if your deck has few kills, the chances are slim.
'But Hanzo and All Your Base have CLEARLY proven their worth!"
You're right, they have! But much like I said about Seong Mi-Na, that isn't going to remain consistant, and people WILL run cards that counter infinite loops.
#6) So after competing in a regional with upper-crust players using upper-crust characters, now how do you view this game and its top-tier character?
My opinion hasn't changed at all, really. My problem with MOST cards in this game is their costs. A cost (including its difficulty/control ratio, btw) is supposed to be determined by the effects it's paying for. Red Lotus, with such global range of Reactionary trigger should NOT be a 2. All the upper-tier characters have the same theme in common: big handsize, undercosted or free abilities.
While I've always said, "When creating a character, make sure that ITS abilities are MUCH stronger than their support", that doesn't justify giving them free abilities so that they will be used.
So really, I guess it's too late now, and the characters are already in play. But from now on, they need to start being more intelligent about how little is too little?
Oh, and do I still want Chun-Li banned? Well, funny story, I never played the Chun-Li in our regional. Perhaps more interesting, I never saw or heard of our Chun-Li. However, yes, I still want her banned.
Anyways, hope you guys enjoyed some things I've learned from my regionals experience. Hopefully my decklist and tourney report will be up shortly. Hopefully now that I have "credible experience" we'll start to take things a little more...seriously?