Ah yes, Yugioh, where the booster has a bundle of (common) junk, and a "rare" that under any other system would be called an uncommon. BUT IF YOU GET LUCKY, your rare will actually be a real rare... I'm glad I only ever played Yugioh on a super casual level (starter and structure decks.)
I completely forgot about it, but I do seem to recall in hindsight that there was some brand deal with hololive and some TCG. I have no idea what game it was, though.
-Center piece of the entire archetype that it can't properly function without? Secret. Looking at you, Sky Strikers... Also Koa'Ki Meiru, though the Iron Core was Ultra when it first came out.
@@heftylad Don't even remind me of shortprinted cards, and they were always core cards that you couldn't go without! I'm glad I quit Yu-Gi-Oh and I'm never looking back.
@@davidbronstein2040 lol they made a statement promising not to shortprint anymore but it seems to still have continued to happen. I still love Yu-Gi-Oh, I just play on a budget and try to do as well as I can with my limited funds.
@@MernarakEx to this day, you can literally buy every card in the Invoked archetype and it's still cheaper than a single copy of Invocation. It's so stupid.
The worst part about the YuGiOh rarity problem is that in the OCG (the Japanese version of the game with newer cards because they get released there first) they have common/rare versions of Secret Rare cards. Playsets of a powerful cards over there will cost about as much as just one copy of that same card over here from the same set, and there's no good reason as to why this is. Edit: not as common, but as Super Rare, which is still a huge difference
A big part of why I quit the physical game is when they started putting cards that were common in the OCG at secret rare slots. These were staples in almost every deck too. It was hard not to see it as crap and just plain greedy. Sticking to the video games.
and mtg too unfortunately. i don't know who he's trying to fool by saying that the top rarity cards are only "more complex" or whatever, mtg releases just straight up better cards at the top rarities. they were way more fair about it 10+ years ago.
I can't even defend it. I will say that it has gotten a lot better over the years (tour guide being a 200 dollar card and requiring a full play set to work is ridiculous) but now a days spending 70 dollars for an access code or even 300 for a full set of droplet is not as bad. Hell in the case of both of these cards you don't even need them in every deck like tour guide or mirror force back in the day.
@@Kohdok In Yugioh, you really have to play 3 or 0 more often than not, especially with deck staples that cant be searched. The main problem with Yugioh is that such cards are STAPLES. For the last 3 years, your deck NEEDED Ash Blossom and Joyous Spring, and before Starter Deck: Soulburner, your only option was paying $80 a card. This wasnt the only YGO staple that cost more than the deck itself. Lightning Storm, Solemn Strike, Evenly Matched, Infinite Impermanence, Forbidden Droplet, and Effect Veiler (shown in your video) were all necessary "3 of's" that broke the bank. It's one thing for the Boss Monster of your archetype to be max rarity, but these staples are core cards necessary to play the game at their respective eras of play. Yugioh has been the exception to what is expected of certain rarity cards half the time, and that in itself is a TCG sin on Konami's part. Love your videos, im so excited to see you revisit the 7 Deadly Sins with these erratas, keep it up!
I'm amazed you didn't throw a snide comment towards the current state of Yu-Gi-Oh when mentioning "The best cards in the set are the high rarity ones" because my goodness we've been caught in that trap for years now Ah you got to it later I see
I mean I brought this up in my comment, and Kohdok just replied to me with "well Bushiroad does this." So I gather he didnt mention it because he doesnt know.
This combined with "This really pricey card goes into exactly one deck, and needs these other really pricey card(s) to function properly" is why I never got into Yugioh competitively.
It is a quite a bit of why I don't play irl anymore atm because every time I find a current era deck I really there's like some 80+ dollar main set card I have to get without even thinking of the staples.
I think one thing that went unmentioned about rarity is that you need to make sure that your sets themes (whether flavour or mechanical) exist at common, or at the very least uncommon, otherwise players won't encounter enough of it to understand what the set's trying to do. Rarity also affects how limited works; whereas rares can do one-off effects, if something is on an uncommon, it's usually trying to tell you something about what that attribute/colour wants to do in the set.
@@goncaloferreira6429 Any game with a limited format needs to be able to communicate what major strategies and themes they built into the set just through the cards or else, aside from extremely enfranchised players, those themes might be missed. Take for example something like Digimon's BT4 Great Legend set, which gets it right in one way but not another). Looking at only the blue and red commons and uncommons, we easily understand that this set cares about Hybrid Digimon and Digivolving Tamers. Where it has a bit of trouble, is letting us know what strategy those colours want to do in this set; if you don't get the option cards, it's a little hard to tell that red is Stompy and blue is Tempo/Control.
@@ItsAstridEh you got me with digimon as that game does not exist near me and i have yet to start studying it. still, what i meant was: 1) the terms used in the opener are straight out of mtg and rosewater´s vision of the game 2) most games do not have a limited format. not a dedicated one and i believe mtg is the only one designed with it in mind( and that is why mtg´s rarities matter more than the ones in other games) 3) many players of other games dont even have an idea of what drafting is 4) while other tcgs sometimes offers some limited experiences, more experienced players can easilly see that the design of the cards and set was not made with that type of play in mind. 5) limited is one of the reasons mtg is "the best" game. richer, more varied. 6) returning to the terms: theme and flavour tend to mean diferent things in diferent games but mosty only on mtg´s sets, where all new worlds, characters and mechanics are created, do the terms have any broader meaning.
@@goncaloferreira6429Lorcana has a Limited mode that they seem to be supporting (but didn't exist when you posted this). Flesh and Blood and One Piece both have limited formats too. They're pretty clearly all secondary to constructed, but they at least make token efforts to make limited formats exist. And in all cases, "colors" don't exist in limited formats.
Brionac and Feather Duster are bad examples to illustrate your point about secret rares. While they are printed to look like secret rares, Brionac comes from an offshoot set that specifically includes a secret rare in every pack, and Feather Duster was a video game promo. Neither of these fall under the 'one per box' rule. Rescue Rabbit or Tour Guide would have been better examples as these were real secret rares from a normal pack that were iconic and were incredibly hard to get playsets of.
duster being a video game promo is even worse. Imagine if the next hearthstone meta needs you to have 2 copies of a card, but you can only get it if you buy the new call of duty. Ofc only one per box so you need to buy the game twice. And with duster it was even worse as you needed 3.
Back when the VS System game was in its original run there was a (very powerful) rare version of Magneto that was printed in pretty much every X-Men precon deck or promotional card to the point where my playgroup just called him "Common-Rare Erik"
@S V very much so. Hey was the top end of a lot of curve decks. Was powerful enough people slashed him in even if they weren't running a Brotherhood deck.
it always confuses me when games use their rarity in products where it doesnt matter. In MTG for example, even cards in the precons have rarity, despite the content being identical in every box
Would you talk about alternative win conditions in TCGs? How their respective games supported or killed those other forms to win the game. For example: YuGiOh pretty much killed all alternative win conditions we have (Deck out, Burn, instant win cards like Exodia or Final Countdown) either by the banlist or the strategy is pretty underpowered to be viable like burn decks.
Those win conditions still exist, they are just hard to pull of, like they've always been. Mystic Mine literally makes Final Countdown a viable strategy. These just take more work and time to use.
Alternative win conditions are tricky to implement because most decks are designed to prevent the opponent from achieving a win in one specific way. You run the risk of making a tier 0 deck if you make such a thing good since the tools to fight it are so scarce by default. As a result, such cards and decks are better suited to the folks that like to make crazy decks over the ones that like to make competitively viable decks, which is fine.
Burn and even final countdown have been viable in recent yugioh memory though, thanks mostly to mystic mine. Not top tier by any means but like, those decks aren't a joke and you'll be in for an embarrassing loss if you underestimate them.
I think in a game like Yu-Gi-Oh! in particular, which has no resource system (ex: manna/lands, energy, etc.) alt win cons are often only competitive as FTK strategies. In other words, if you can win using burn or mill effects on your first turn, then that deck has competitive potential. If not, then the deck will probably never have success in tournament settings, because regular decks will find a way to deplete your life/prizes/shields to 0 before you can accomplish your thing. So what about the FTK decks? Well, here's the thing: losing a match in a tournament before you even get to take your first turn, doesn't feel great. Sure, you can admire the creative deckbuilding and combos of your opponent, but having SOME kind of possible interaction or counter play is needed. Yu-Gi-Oh! actually solved this problem by introducing "hand trap" cards that act like trap cards, but can be activated to interact with stuff at any time including on the first turn even if its not your turn. This means that no FTK is ever going to be fool proof if you have the right counter to it, but you still have to have these counters in your main or side deck, where space is very limited. For the most part, Yu-Gi-Oh! has cracked down on cards, combos, and decks that can FTK consistently until they struggle to do so and are no longer competitive. Whenever they fail to do so, one FTK deck becomes tier 0 and wins all major events until they drop the ban hammer.
I remember in the XY era of pokémon, people (at least in my country) used to print Shaymin EX on a paper sheet, cut it, then glue it to an energy card because that card was so damn expensive and most decks played at least 2 of it. Thankfully it seems pokémon learned it's lesson, since now it's common for ultra rare staple cards to be released in a sealed product.
I like the idea of rarity skewing from simple cards on the common end to very specific, much more complex effects on the rare end. Tends to be why aggressive decks will often skew more affordable as aggressively statted creatures and efficient burn operates towards the common side and control decks have more splashy, higher-rarity stuff.
@@ich3730 there were only 3 rarities for the cards that go in the deck. It was not difficult to get rare cards and most were cheap in singles for this. The actual characters themselves had a couple more rarities and could possibly be more expensive but you only ever needed one so no, control was not locked out of budget players’ reach.
Recent years of MTG is just rares and mythic rares in good decks. Other cards are 90% bulk and reprints keep upshifting older uncommons to rares, and rares to mythics.
(pushes glasses up nose) Um, ACTUALLY, you referred to Cancel as a "cantrip", but "cantrips" in MtG terms are spells that make you draw cards in addition to their other effects, so Cancel is NOT a cantrip!
No, it's 1 rare per pack, with 1 slot that in some runs is higher-than-rare, and in other products is of random rarity (or always common). Granted, when it's always 7 commons, a rare, and a rarer-than-rare, the "rare" looks a lot like an uncommon. But, it's not just about number of slots per pack, it's also about how many different options there are for that slot. In Magic, there's usually an equal (or similar) number of Commons, Uncommons, and Rare-or-higher in each set, so the "trash" rares make the "chase" rares more elusive. In the latest Yugioh set, there are an equal number of Commons as there are higher-than-rare. Which, with the smaller pack size, makes it look like "Uncommons". Honestly, it's feeling like a distinction without a difference at this point, because Yugioh has so many different types of "rarer-than-rare" and so many types of booster packs, and they change the odds now and then, it's impossible to keep track of what different rarity names mean. Bottom line is, Konami doesn't like the word "uncommon", and they don't support limited/sealed/draft formats, so they don't have uncommon cards.
@@LibertyMonk With how the OCG works, it gets weirder, where it's at minimum 4 commons and 1 rare, but it could become 3 commons, a super, and a rare, or 4 commons and an ultra+, or very rarely, 3 commons, a super, and an ultra+ And yes, the OCG only gives out 5 cards per pack in 30 pack boxes (for core sets)
As a side note, I like Buddyfight's Secret rarity. Some packs (at least one per booster) are secret packs which contain 5 specific cards. I can't remember the details, but iirc while there might be say 15 secret cards, the same 5 always appear together. The concept means that you can make rare cards depend on other rare cards to function if both always appear in the same pack.
mechanicalchaser is such an interesting isolated case, and a perfect example of how not to do a hard to obtain pack. the old yugioh tp's of course had morphing jar as another game changer. moral of the story in this case is: dont put unique meta defining cards in a rare slot of a hard to obtain set (outside of stock, age,ect). another good example of this is kenrith, returned king from mtg-availible only as a box topper or in collector boosters. if it hadnt been for the fact that collector boosters single handedly cheapened non-foil rares and up to nothingness and sellers happened to open a lot of product for that set; kenrith could have been an expensive commander.
Mechanical Chaser was a vanilla, a staple, and a max rarity card all in one. We may come very close, but we will never match that level of "wtf Konami" ever again.
New time viewer and subscriber, and I gotta say, I'm glad that I stumbled upon your seven deadly sins videos. Hearing someone who spent so much time with so many tcgs, current and dead, is very thought-provoking. Hearing your hot takes and opinions on certain game she's been a true eye opener and a real treat. I cannot wait to see what else your channel has to offer. Keep up the amazing work
A common card being a flop means a lot of people will be annoyed at it wasting space in the pack. An extremely rare card being a flop will mean it mostly ends up in the hands of collectors or schoolyard players and not tournament players and the secondary market never values it that much. A common card being overpowered will lead to it being widely adopted and changing the meta. An extremely rare card being overpowered will lead to it turning the meta pay-to-win and pricing out many tournament players. It is probably better to err on the side of making too-strong commons and too-weak rares than the other way around.
This is a really good concise guide on how to do rarity right. An addendum that you already touched on: Challenge yourself to sort rarities in such a way, that decks with very limited (1-3 no duplicates) or no rares are both fun and can at least be somewhat competitive. Many casual games will be played in these formats and casual games have to be fun for people to want to spend money. Having functioning and interesting budget decks also helps local tournaments find players and makes it easier to introduce people to the game.
In the card game I'm designing, I actually made card rarity part of deckbuilding. You can have 3 copies of a Common, 2 copies of an Uncommon, 1 copy of a Rare, and only 1 Unique (1 in 3) in a deck. What this especially allows is Common cards to combo with themselves, while giving Rares effects too powerful to be used more than once per turn. Uniques then become your boss monster/archetype to build around, since you can only have 1 in your deck. I've also made sure to reflect the rarity on the card design more than the rarity symbol used on most cards, so people know exactly how many they can have in a deck. The main reason I did this, besides being an interesting way to balance a game, was to make it easier for players to get into the game. Especially since there are lots of staple Commons to build the base of your deck. It doesn't take a lot of packs to build a playable deck, unless you are searching for specific cards. Even then, a booster box equivalent would have a chance at getting every single card in the game.
Hearthstone does a tamer version of this. You can only have one copy of each Legendary, which is the highest rarity. Though otherwise you can have at most two copies of each card, so there’s not much room. While the deck building restriction can be useful, keep an eye open for variance. If you can only have one copy of the card you “need” to win, games might feel too swingy.
@@vitorluiz7538 I've got a bunch of general searchers in the game for this exact reason. It also takes at least 7 turns to win the game, which is quite difficult to do anyway, so there's time to build up a board to use said searchers. You also start with 8 cards in hand.
@@Kaleidophoenix I’ll leave you to design your game, as I believe I can’t offer much. Just two general comments: 1) watch out for not ending up with the opposite problem, with decks that are too consistent and matches that feel same-y; and 2) a mechanic I’ve seen is allowing players to put a card from their hand into their deck to draw again, once per turn.
As a Vanguard player, i'm with you when i say "Fuck VRs." Buying Vanguard cards is already expensive enough, its why I never really got into V-Series and why I just stuck with building my recent decks using G-Era cards. The older cards work fine enough and they're still fun to play with. Plus, none of my friends really play with V-Series decks, so there's that. VRs have only further exacerbated that problem. Thank god they're going away.
But VRs are just a renaming of the GRs, and those had the same issue. In fact, many required you to flip another copy of the same card over to use their skills, so you would need at least two to do anything with them at all.
Under how Yu-Gi-Oh did their rarities back then, it might be fair under classic TCG or KOCG At the time of this video in the OCG, Rares are traditional rares in 5 card packs
For a very brief time (I think 2 sets), Heroclix tried having an answer to foil cards in the form of Sketch Variant figures, where the figure and its base were white with a bit of black and gray to emulate uncolored inked art in comics. The big problem with that was that about half of the figures in those set used the same sculpt as other figures but colored differently to differentiate them (such as Peter Parker & Miles Morales or various Manhunters) so it could be easy to lose track of which character was where if you had multiple sketch variants. I dropped out of the game shortly after the pandemic hit so I have no idea if they've tried anything similar since then.
An important role for uncommon that I feel you forgot to mention is build-around cards. Card that encourage players to build around a certain strategy, mainly in limited play or for non-tournament players who don't own every single card. You usually achieve this by giving some pay-off for a certain type of effect, or otherwise enable that strategy. Some uncommons even encourage players to mix two particular archetypes.
I will never forget when Tour Guide From the Underworld first released in Yu-Gi-Oh! Copies were going for like 130€+ and you needed 3 of them to stand any chance in tournaments.
Gotta be a stick in the mud, but Vanguard's rarity sin began when the first Vanguard G set launched in 2014 (JP)/2015 (EN), as the Generation Rares preceded the Vanguard rares from the reboot. That being said, this does help encapsulate what cards are supposed to do in the various rarities, something I've always been wanting a good answer to. So thanks for that.
Nice Ep, was recently discussing the DIGIMON TCG with some ppl, in my experience they are very well balanced Boxes In terms of Colours, Rarities and Duplicate Copies of basic cards On average I pull atleast 2 of every Un/Common, and about 2/3 of Rares are Unique Copies, all spread out across all Colour types
Came for the Yugioh, stayed for the variety and genuinely informative style, and was surprised by Pekora. I heard a mention or two of there being Hololive cards, but I never looked into it.
Another good one, I liked how many different TCGS you compared to the specific level of rarities. It really made me think about secondary markets and TCGs. It always seems strange that TCGs both court and try not to get involved a secondary market for their game. Hope we hear some more soon!
Minor nitpick: Professor’s Research has so far only been printed as a rare or better. I double-checked and Bulbapedia has it listed as an uncommon on the card page but as a rare on the Shining Fates set list. It keeps getting thrown in preconstructed products, so it’s basically an uncommon thanks to ease of picking it up.
@@Kohdok yeah, since they started releasing them as “Professor’s Research” in Sword and Shield base, they’ve been doing them as rares. Older cards with the same effect were often printed as uncommon including the OG Base Set Professor Oak which I’d argue was too complex for the uncommon slot since you could play multiple ones in a single turn. Between that and Bill you could draw through your entire deck in a single turn.
remember when the first pokemon base set printed BILL as a common (draw 2 cards), and Professor Oak as an Uncommon (discard your hand, draw 7 cards). not only were these 2 cards played at max quantities in like every deck, because of how good they were, but they were super easy to get a hold off, because they weren't rare cards.
Love seeing Digimon being showcased in so many of your videos, it makes me feel like it's already a top 4 contender. I hope it sticks and stays successful!
I'd buy them just for the incredible artwork if literally any trading cards could stay in stock for more than 20 minutes in my town. At least with the big 3, stores stock enough product to last that long. Digimon is lucky to get a tenth of the shelf real estate Pokemon commands, so it sells out in less than 5 minutes. :'(
Bushiroad does indeed kind of screw people over when it comes to rarity but I think it's also important to remember that their products are usually much cheaper than other games so you have more shots at the rare cards
Interesting technical note on Magic with Mythic rarity that I only recently saw someone point out - because of how the printing works, it would be technically more accurate to say that MTG only had "Mythic" rarity for the first 15 years, and with Zendikar added the "Rare" level. The difference between the two is that on the uncut sheet of rare cards for a set, "regular" rares are printed twice, while mythic rares are only printed once (so, 2/121 vs 1/121). Before they "added" mythic rarity, _every_ rare would show up on the sheet only once, which is why older sets actually had a lot more different (often terrible) rare cards.
So it took me a while to pinpoint the music for the "basic rare" section, but I knew I was familiar with it from some SNES RPG. At first I thought it was in Chrono Trigger, but then realized it had to be from Earthbound as nothing from the CT OST sounded even from the same game, and it definitely wasn't Final Fantasy or Secret of Mana music. It took me a while to find where it was from in Earthbound, because I knew I remembered it as music that played when you some boss fight, but it wasn't the very last boss.
One of the considerations you missed, which I know affects MtG (and maybe other games too, but I'm not familiar), is the popularity of Limited environments - self-contained experiences that revolve around opening a number of packs of a product, then playing with those cards. There commons CAN'T be game-breaking powerful cards, because if they occur too frequently they make the Limited format miserable. The Uncommon/Rare slots are then usually used to create Limited 'build-arounds', with cards targeted at Constructed formats appearing more at Rare and Mythic Rare (as these cards are often bad, if not unplayable, in Limited environments due to how situational/dependent on synergy they are).
if there's one thing I'm glad for, there's been so many more ways to get reprints of yugioh cards in the past several years. They even sometimes reprint older cards if they work with a new theme. So often cards that go for $10-15+ for no reason other than they're old and have 1 print, will get another print in some product. Unlike in pokemon where there are unique rarities from older eras of the cards that you just have to pay whatever the price is (I'm thinking of pokemon ex)
I’ve always thought that if I made a TCG, regular versions of every card would be equally accessible to prevent financial barriers to entry for people wanting to build decks with whatever cards they want. My levels of rarity would then come from foils, alternate art, signed, and foil signed, but the card effects themselves would be no different from their regular versions. I believe the market for people who just want to collect or bling out their deck is enough for this to be viable. Let people have the cards they want, but charge more for bling only. That’s fair to me.
Pokemon actually _kinda_ does this. While they have differing rarities for their regular cards and it can still make the rarer cards kind of expensive to get regardless, they have both normal format and special "premium" full card art versions of their rare cards.
as an old school yugioh fan, that will always be the definitive method of doing rarity for me (gen 1 pokemon as well although those memories are a little more hazy) commons and rares are both great and give you the most accurate view of the cards artwork itself, then supers ultras and secrets are the ones you get all excited to look at and show off, totally different vibe but both are important to me
The thing I learned the most in this video is that the top-rarity cards of other cardgames are not NEARLY as impressive as YuGiOh ones. I wish Kohdok had shown a video Secret Rare or Ghost Rare so the other people would know what I'm talking about
Suggestion for a video, whether another Errata Text or a follow up. The rarity of basic resources in games that use set resources. Things like lands in Magic, but duals and basics, and energy in Pokemon.
I have never been happier that Magic Mythics don’t default have foil like some games until I saw those like super high rarity Yugioh cards that are near unreadable from shine
For the most part Yu-Gi-Oh foils look pretty good in person, they only had a couple duds with starfoil rare and mosaic rare, but aside from that most rare cards look pretty good with Ultimate Rares being my favourite rarity in any game.
YGO foils are better than Magic foils anyways. This isn’t an opinion either. It’s a statement of fact. The quality of Magic foils has gone really downhill in recent years to the point where if you don’t actively take good care of them, they might not be tournament legal because the foiling can warp the card so much that you can tell it apart from the rest of your deck.
I still 2 years ago when I was getting into the Digimon TCG I pulled crazy stuff. From my very first booster box (given to me as a Christmas present from friend) I pulled Alt-art Jesmon and Secret Alphamon. Then I decided to by a few packs from Battle of Omni and more packs from Double Diamond. There I pulled Alt-art Dynasmon, Omnimon X, and Bellastarmon. My luck was crazy that day.
Just one point of interest regarding Magic the Gathering and Nexus of Fate. While the community was definitely not happy that a competitive staple wasn't possible to open in a booster, because it was a Buy a Box promo, you got one with every single booster box you purchased in a physical LGS. Now, if you purchased boxes online or if you can only afford packs, super unfair. However, because it came with every single box, it was actually reasonably cheap, clocking in at under $10 for a multi deck 4x per deck staple. For comparison, the current set, Kaldheim, has 2 cards that command over $30 each even though they see nowhere near the level of play nexus saw. So while the thing generated a lot of outrage, in terms of actually making competitive magic more accessible, it definitely helped.
I’m glad u showed off exodus tcg I know both Jake and Lexi I’m also from the 559 I like the game and have idea for them in the future which I hope comes sooner than later one thing u should had mention is having card rarity be a mechanic like in Exodus which I know they got the idea from yugioh with all its types of rarities.
Yeah the VR system of Vanguard was kind of shit its only saving grace was that it never went too crazy with it where they print 7 of that rarity with only 1-2 being useful in their respective decks. You still needed 4 of which was nasty, but there was plenty of supply, so most didn't pass $30 in value, unless they suddenly got support that made them busted
Regarding "splashiness" of rares: The one thing that annoys me most about rare lands in MtG, other than the price, is that they're just not splashy! How does Little Timmy feel when he pulls a rare land instead of some impractically large creature?! EDIT: I'm talking about lands that only produce mana here. Lands that can become creatures are flashy enough, in my opinion.
Fun fact! I play the dragon Ball super card game and we have super premium rares called secret rares. These cards have the ultimate tag which means you can only have one card with ultimate in your deck and only one copy of that card. These are functionally exclusive cards which you need to play competitively and there's only two in each case. Currently we are experiencing buyouts and I'm not kidding some of these cards are for either 500, 700, 1,000, and one short printed one is even at $5,000. And people are still saying they shouldn't get reprinted because of collector value
Shiny Charizard VMax there requires more than just 5 energy, it needs three to specifically be fire and then discard 2 of those fire energies attached for that 300 damage, and you can only play 1 per turn normally, needs to discard 3 energies to retreat, and is a VMAX, which means it requires itself to evolve and it gives three prizes when KOd (That's half the standard win condition there folks!)
As a Vanguard player for many years, I still very much appreciate your criticism of Bushiroad and Vanguard in general. Because VRs didn’t actually kick up a major fuss in the community at large. But that was because they were essentially replacing the Generation Rare that was there prior. Those had massive backlash as they literally were 1 in 3 boxes. Hell, some of the early ones were meta defining cards that also literally needed additional copies just to function. Imagine needing 4 of such a card for your deck to even have a chance in the meta and then scream when you realize that set had another GR that just so happened to be total garbage so the want you want is actually 1 in 6 boxes and the other GR isn’t worth nearly as much on the secondary market. And then scream again when a later GR for that same deck wants copies of that old GR just to function as well. I wish I was joking. So whenever anyone asks me “why isn’t Vanguard more popular?”, I just point to shenanigans like that. At least VRs were mostly the same value and didn’t require more copies of themselves (technically). OverDress is looking really promising with how they’re taking the game (in many ways), but given the community reaction, this is looking to be their last chance before even the diehards like me drop it. I love the game, but Bushiroad needs to get their act together.
VRs were guaranteed in boxes but. 1 in sets with 4 VRs and 1-2 in sets with 5 VRs. Only exception was the first 3 Extra Boosters but Bushiriad quickly changed it. I agree the VR rarity was still pretty bad and made it hard for budget players at times especially if you were into Shadow Paladin as theres no budget Shadow Paladin V deck. Though the reason why Vanguard players didn't give much if a fuss was entirely comparative wise as VRs were much better than GRs
Precisely. Makes it easy to be kinda scummy when you’re less scummy than you were before lmao. Though anyone reading this should be aware that Persona Ride is a major upcoming mechanic in that you can a bonus when you play another copy of your Vanguard so they now have extra copies of stuff being wanted baked in as a core feature (at least for the time being). That said, some of these viable cards are found in $4 decks (full playsets of them too!) and it isn’t required like Kohdok had in his video here. It also helps that you can guarantee you have 1 copy every game so you can actually even get by with just 1 copy because consistency isn’t an issue. It’s nice that a kid can literally play their 1 copy of a RRR card they pulled and it be a very competent deck.
Also, at the end about Shiny Charizard VMAX, Just saying the thing is actually a reskin card of Ordinary Charizard VMAX, Which is rare, but in battle is Identical to its Shiny counterpart.
I remember back when I played buddyfight in it's first year. When my older brother and I bought just a bunch of booster packs. When he opened one of the extra booster packs, he ended up getting a buddy rare thunder knights drum. Those were the good times.
I really like that the Dragon Ball Super game has regular high rarity cards (Super Rares, like Mythics for Magic) but also have Special Rares that are just fancier versions of cards. Secret Rares are such a pain though, especially as huge capstone pieces, but at least you should only need 1 for your deck, maybe. Then again, that could just be $$ to buy more decks. No game should have promotional cards that are mechanically unique to cards you can purchase in a product.
Also, any chance you might talk about Pauper formats where you can only use common cards? I find TCGs with a strong Pauper format are indicative of a solid rarity spread. Pauper Magic feels like Magic boiled down to its purest essence, but I don't actually know if Pauper Yugioh is even possible (surely it could be, but the archetype design of YGO seems to preclude Pauper play if your main star players are at higher rarities).
Also, cards can potentially shift in rarity. One example is hero’s downfall from magic. It was previously at rare but when they reprinted it in crimson vow, they made it uncommon
Hearing you put Professor's Reseach in the Uncommon section hurt my brain since I know it's a Rare. Juniper and Sycamore and many other "Professor *" cards were Uncommon, but not the new Professor's Research cards.
there is......another by which i am talking of the fabled 'super secret rare' cards that may not even appear in 1 box- which are like super premiums in a sense, technically. they sort of fit as an inbetween as they seldom are used as a promo rare. by which i am reffering to pokemon's 'secret rares' (you did mention them i know), magic's 'masterpieces (which are similar and yet not to the aforementioned as they do not alter card legality), buddyfight 'signed' rares (of which i have one), and yugioh's ultimate and ghost rares (though these latter cases do buck the trend ever so slightly at times -heres looking at you ghost rare naturia barkian from gold series whatever- but when has yugioh not bucked a common trend in some -often annoying- way). anyway thanks for litening to my TED talk
I’m surprised Yu-Gi-Oh! didn’t have its own dedicated section at the bottom of the iceberg.
@Michael Andrade now
Yugioh was the exception to essentially every part of this video.
Ah yes, Yugioh, where the booster has a bundle of (common) junk, and a "rare" that under any other system would be called an uncommon. BUT IF YOU GET LUCKY, your rare will actually be a real rare...
I'm glad I only ever played Yugioh on a super casual level (starter and structure decks.)
@@CloaksCosplays except in Japan they print the secrets in super too so the prices don't go insane like here in America(continent)
Ay cimo!
Woa I've honestly never paid attention to yugiohs card rarity's. I just learned a lot
You should make a couple top 10s based on these. Top 10 best competitive commons or top 10 worst ultra rares
I did, and that was part of the reason why I stopped playing...
Sad face
I like how half of the comments in this video are YGO players going "that is not how that works at all"
also weird how instant fusion was common.
@@zEr-ne5ri I've found there are a lot of really good common cards, like Pankratops
The sudden Pekora in the Secret Rare section through me for quite the loop.
Konpeko konpeko konpeko!~
I completely forgot about it, but I do seem to recall in hindsight that there was some brand deal with hololive and some TCG. I have no idea what game it was, though.
The war criminal looks cute
Vanguard perhaps?
meanwhile, konmai:
- searcher? secret.
- normal summon? secret.
- boss monster? secret.
- board breaker? secret.
- new pot variant? secret.
- staple extra? secret.
You're wrong. Sometimes it's a short-printed ultra.
-Center piece of the entire archetype that it can't properly function without? Secret.
Looking at you, Sky Strikers... Also Koa'Ki Meiru, though the Iron Core was Ultra when it first came out.
@@heftylad
Don't even remind me of shortprinted cards, and they were always core cards that you couldn't go without! I'm glad I quit Yu-Gi-Oh and I'm never looking back.
@@davidbronstein2040 lol they made a statement promising not to shortprint anymore but it seems to still have continued to happen. I still love Yu-Gi-Oh, I just play on a budget and try to do as well as I can with my limited funds.
@@MernarakEx to this day, you can literally buy every card in the Invoked archetype and it's still cheaper than a single copy of Invocation. It's so stupid.
The worst part about the YuGiOh rarity problem is that in the OCG (the Japanese version of the game with newer cards because they get released there first) they have common/rare versions of Secret Rare cards. Playsets of a powerful cards over there will cost about as much as just one copy of that same card over here from the same set, and there's no good reason as to why this is.
Edit: not as common, but as Super Rare, which is still a huge difference
Money.
A big part of why I quit the physical game is when they started putting cards that were common in the OCG at secret rare slots. These were staples in almost every deck too. It was hard not to see it as crap and just plain greedy. Sticking to the video games.
just buy Japanese cards or use proxys
@@3kojimbles895 they aren’t legal for tournaments
super rares* (not common/rares) but aside that, yeah,it really sucks that they are aware but still choose to screw us in TCG.
Listen give a guy a warning when you're gonna pull out a chills impersonation.
Nearly sprayed my drink all over my steering wheel
“Full playsets Of top rarity cards for the card to work”
Basically yugioh.
Several Bushiroad games have cards that literally require you to discard an additional copy of RR-or-higher cards to activate effects.
and mtg too unfortunately. i don't know who he's trying to fool by saying that the top rarity cards are only "more complex" or whatever, mtg releases just straight up better cards at the top rarities. they were way more fair about it 10+ years ago.
I can't even defend it. I will say that it has gotten a lot better over the years (tour guide being a 200 dollar card and requiring a full play set to work is ridiculous) but now a days spending 70 dollars for an access code or even 300 for a full set of droplet is not as bad. Hell in the case of both of these cards you don't even need them in every deck like tour guide or mirror force back in the day.
@@herrabanani Yea, currently even mono red is about 70% rares and mythics.
@@Kohdok In Yugioh, you really have to play 3 or 0 more often than not, especially with deck staples that cant be searched. The main problem with Yugioh is that such cards are STAPLES. For the last 3 years, your deck NEEDED Ash Blossom and Joyous Spring, and before Starter Deck: Soulburner, your only option was paying $80 a card. This wasnt the only YGO staple that cost more than the deck itself. Lightning Storm, Solemn Strike, Evenly Matched, Infinite Impermanence, Forbidden Droplet, and Effect Veiler (shown in your video) were all necessary "3 of's" that broke the bank. It's one thing for the Boss Monster of your archetype to be max rarity, but these staples are core cards necessary to play the game at their respective eras of play. Yugioh has been the exception to what is expected of certain rarity cards half the time, and that in itself is a TCG sin on Konami's part.
Love your videos, im so excited to see you revisit the 7 Deadly Sins with these erratas, keep it up!
I'm amazed you didn't throw a snide comment towards the current state of Yu-Gi-Oh when mentioning "The best cards in the set are the high rarity ones" because my goodness we've been caught in that trap for years now
Ah you got to it later I see
I mean I brought this up in my comment, and Kohdok just replied to me with "well Bushiroad does this." So I gather he didnt mention it because he doesnt know.
This combined with "This really pricey card goes into exactly one deck, and needs these other really pricey card(s) to function properly" is why I never got into Yugioh competitively.
It is a quite a bit of why I don't play irl anymore atm because every time I find a current era deck I really there's like some 80+ dollar main set card I have to get without even thinking of the staples.
Yugioh has gotten better at it, but it's still bad.
Yugioh gotten worse, the amount of higher rarity cards per set has increased but not the pull rate
I've been watching your 2012-2015 backlog lately.... thank you for getting a better microphone.
I think one thing that went unmentioned about rarity is that you need to make sure that your sets themes (whether flavour or mechanical) exist at common, or at the very least uncommon, otherwise players won't encounter enough of it to understand what the set's trying to do. Rarity also affects how limited works; whereas rares can do one-off effects, if something is on an uncommon, it's usually trying to tell you something about what that attribute/colour wants to do in the set.
perfect post but only for mtg. mtg´s sistem is quite unique. can you apply these same "rules" to other games?
@@goncaloferreira6429 Any game with a limited format needs to be able to communicate what major strategies and themes they built into the set just through the cards or else, aside from extremely enfranchised players, those themes might be missed. Take for example something like Digimon's BT4 Great Legend set, which gets it right in one way but not another). Looking at only the blue and red commons and uncommons, we easily understand that this set cares about Hybrid Digimon and Digivolving Tamers. Where it has a bit of trouble, is letting us know what strategy those colours want to do in this set; if you don't get the option cards, it's a little hard to tell that red is Stompy and blue is Tempo/Control.
@@ItsAstridEh you got me with digimon as that game does not exist near me and i have yet to start studying it.
still, what i meant was:
1) the terms used in the opener are straight out of mtg and rosewater´s vision of the game
2) most games do not have a limited format. not a dedicated one and i believe mtg is the only one designed with it in mind( and that is why mtg´s rarities matter more than the ones in other games)
3) many players of other games dont even have an idea of what drafting is
4) while other tcgs sometimes offers some limited experiences, more experienced players can easilly see that the design of the cards and set was not made with that type of play in mind.
5) limited is one of the reasons mtg is "the best" game. richer, more varied.
6) returning to the terms: theme and flavour tend to mean diferent things in diferent games but mosty only on mtg´s sets, where all new worlds, characters and mechanics are created, do the terms have any broader meaning.
@@goncaloferreira6429 all new worlds = popculture version of X mythology with a shit plot told in 1-2 short stories xD
@@goncaloferreira6429Lorcana has a Limited mode that they seem to be supporting (but didn't exist when you posted this). Flesh and Blood and One Piece both have limited formats too.
They're pretty clearly all secondary to constructed, but they at least make token efforts to make limited formats exist. And in all cases, "colors" don't exist in limited formats.
Brionac and Feather Duster are bad examples to illustrate your point about secret rares. While they are printed to look like secret rares, Brionac comes from an offshoot set that specifically includes a secret rare in every pack, and Feather Duster was a video game promo. Neither of these fall under the 'one per box' rule. Rescue Rabbit or Tour Guide would have been better examples as these were real secret rares from a normal pack that were iconic and were incredibly hard to get playsets of.
duster being a video game promo is even worse. Imagine if the next hearthstone meta needs you to have 2 copies of a card, but you can only get it if you buy the new call of duty. Ofc only one per box so you need to buy the game twice. And with duster it was even worse as you needed 3.
Back when the VS System game was in its original run there was a (very powerful) rare version of Magneto that was printed in pretty much every X-Men precon deck or promotional card to the point where my playgroup just called him "Common-Rare Erik"
@S V very much so. Hey was the top end of a lot of curve decks. Was powerful enough people slashed him in even if they weren't running a Brotherhood deck.
it always confuses me when games use their rarity in products where it doesnt matter. In MTG for example, even cards in the precons have rarity, despite the content being identical in every box
"And of course...POLE POSITION!!!!!"
*Flashes back to the plug n play game*
Well it was an Atari game that was either licensed for pirates onto a plug and play
"Pole Position. It'll turn your eyes into steel belted radial."
- RUclips subtitles
Would you talk about alternative win conditions in TCGs? How their respective games supported or killed those other forms to win the game.
For example: YuGiOh pretty much killed all alternative win conditions we have (Deck out, Burn, instant win cards like Exodia or Final Countdown) either by the banlist or the strategy is pretty underpowered to be viable like burn decks.
Those win conditions still exist, they are just hard to pull of, like they've always been. Mystic Mine literally makes Final Countdown a viable strategy. These just take more work and time to use.
Alternative win conditions are tricky to implement because most decks are designed to prevent the opponent from achieving a win in one specific way. You run the risk of making a tier 0 deck if you make such a thing good since the tools to fight it are so scarce by default. As a result, such cards and decks are better suited to the folks that like to make crazy decks over the ones that like to make competitively viable decks, which is fine.
Burn and even final countdown have been viable in recent yugioh memory though, thanks mostly to mystic mine. Not top tier by any means but like, those decks aren't a joke and you'll be in for an embarrassing loss if you underestimate them.
I think in a game like Yu-Gi-Oh! in particular, which has no resource system (ex: manna/lands, energy, etc.) alt win cons are often only competitive as FTK strategies. In other words, if you can win using burn or mill effects on your first turn, then that deck has competitive potential. If not, then the deck will probably never have success in tournament settings, because regular decks will find a way to deplete your life/prizes/shields to 0 before you can accomplish your thing. So what about the FTK decks? Well, here's the thing: losing a match in a tournament before you even get to take your first turn, doesn't feel great. Sure, you can admire the creative deckbuilding and combos of your opponent, but having SOME kind of possible interaction or counter play is needed. Yu-Gi-Oh! actually solved this problem by introducing "hand trap" cards that act like trap cards, but can be activated to interact with stuff at any time including on the first turn even if its not your turn. This means that no FTK is ever going to be fool proof if you have the right counter to it, but you still have to have these counters in your main or side deck, where space is very limited. For the most part, Yu-Gi-Oh! has cracked down on cards, combos, and decks that can FTK consistently until they struggle to do so and are no longer competitive. Whenever they fail to do so, one FTK deck becomes tier 0 and wins all major events until they drop the ban hammer.
Exodia and Final countdown were always trash though
I remember in the XY era of pokémon, people (at least in my country) used to print Shaymin EX on a paper sheet, cut it, then glue it to an energy card because that card was so damn expensive and most decks played at least 2 of it. Thankfully it seems pokémon learned it's lesson, since now it's common for ultra rare staple cards to be released in a sealed product.
I like the idea of rarity skewing from simple cards on the common end to very specific, much more complex effects on the rare end. Tends to be why aggressive decks will often skew more affordable as aggressively statted creatures and efficient burn operates towards the common side and control decks have more splashy, higher-rarity stuff.
That was how the transformers tcg was, definitely the best way to do rarities
@@Lyth13 not really... so you want control to be unplayable for budget players? Only unga bunga aggro for the peasants?
@@ich3730 there were only 3 rarities for the cards that go in the deck. It was not difficult to get rare cards and most were cheap in singles for this. The actual characters themselves had a couple more rarities and could possibly be more expensive but you only ever needed one so no, control was not locked out of budget players’ reach.
I'm very proud of owning a Rarity-Beyond-Rare card, Bolshack Dragon.
Recent years of MTG is just rares and mythic rares in good decks. Other cards are 90% bulk and reprints keep upshifting older uncommons to rares, and rares to mythics.
"Staples should be accessible"
DL:cries in ultra rare book of moon/mst
(pushes glasses up nose) Um, ACTUALLY, you referred to Cancel as a "cantrip", but "cantrips" in MtG terms are spells that make you draw cards in addition to their other effects, so Cancel is NOT a cantrip!
I love seeing digimon mentioned all the time. Such a fun game, I really want to see it succeed
I appreciate the mention of Pole Position, the Judge Call Speedrun Card.
I'd genuinely call Yu-Gi-Oh!'s "Rare" to be on par with other games' Uncommon, because we get multiple of them per pack...
No, it's 1 rare per pack, with 1 slot that in some runs is higher-than-rare, and in other products is of random rarity (or always common).
Granted, when it's always 7 commons, a rare, and a rarer-than-rare, the "rare" looks a lot like an uncommon. But, it's not just about number of slots per pack, it's also about how many different options there are for that slot. In Magic, there's usually an equal (or similar) number of Commons, Uncommons, and Rare-or-higher in each set, so the "trash" rares make the "chase" rares more elusive.
In the latest Yugioh set, there are an equal number of Commons as there are higher-than-rare. Which, with the smaller pack size, makes it look like "Uncommons". Honestly, it's feeling like a distinction without a difference at this point, because Yugioh has so many different types of "rarer-than-rare" and so many types of booster packs, and they change the odds now and then, it's impossible to keep track of what different rarity names mean.
Bottom line is, Konami doesn't like the word "uncommon", and they don't support limited/sealed/draft formats, so they don't have uncommon cards.
@@LibertyMonk With how the OCG works, it gets weirder, where it's at minimum 4 commons and 1 rare, but it could become 3 commons, a super, and a rare, or 4 commons and an ultra+, or very rarely, 3 commons, a super, and an ultra+
And yes, the OCG only gives out 5 cards per pack in 30 pack boxes (for core sets)
As a side note, I like Buddyfight's Secret rarity. Some packs (at least one per booster) are secret packs which contain 5 specific cards. I can't remember the details, but iirc while there might be say 15 secret cards, the same 5 always appear together. The concept means that you can make rare cards depend on other rare cards to function if both always appear in the same pack.
Soooo the moral of the story is "Don't pull a Mechanical Chaser on your player base(?)"
mechanicalchaser is such an interesting isolated case, and a perfect example of how not to do a hard to obtain pack. the old yugioh tp's of course had morphing jar as another game changer.
moral of the story in this case is: dont put unique meta defining cards in a rare slot of a hard to obtain set (outside of stock, age,ect).
another good example of this is kenrith, returned king from mtg-availible only as a box topper or in collector boosters. if it hadnt been for the fact that collector boosters single handedly cheapened non-foil rares and up to nothingness and sellers happened to open a lot of product for that set; kenrith could have been an expensive commander.
Mechanical Chaser was a vanilla, a staple, and a max rarity card all in one. We may come very close, but we will never match that level of "wtf Konami" ever again.
And then they did it again with Crush Card Virus
@@cyberslyce oh yeah i remember that
To be fair there were quite a few ways around Mechanical Chaser even back in the day.
I've been on a bit of a Chills meme kick, so hearing you open with that fucking voice put a huge smile on my face
I hope WOTC gets reminded by this that Force of Will should be at uncommon for the sake of legacy.
Ha ha...
Mythic Force of Will go brrrrrrrrr
I don't think they will ever print it lower than mythic again because of "reprint equity"
@S V no land that isnt extreemely special should be at rare or higher
Legacy is super duper dead anyway because of the Reserve List
New time viewer and subscriber, and I gotta say, I'm glad that I stumbled upon your seven deadly sins videos. Hearing someone who spent so much time with so many tcgs, current and dead, is very thought-provoking. Hearing your hot takes and opinions on certain game she's been a true eye opener and a real treat. I cannot wait to see what else your channel has to offer. Keep up the amazing work
A common card being a flop means a lot of people will be annoyed at it wasting space in the pack.
An extremely rare card being a flop will mean it mostly ends up in the hands of collectors or schoolyard players and not tournament players and the secondary market never values it that much.
A common card being overpowered will lead to it being widely adopted and changing the meta.
An extremely rare card being overpowered will lead to it turning the meta pay-to-win and pricing out many tournament players.
It is probably better to err on the side of making too-strong commons and too-weak rares than the other way around.
This is a really good concise guide on how to do rarity right.
An addendum that you already touched on:
Challenge yourself to sort rarities in such a way, that decks with very limited (1-3 no duplicates) or no rares are both fun and can at least be somewhat competitive.
Many casual games will be played in these formats and casual games have to be fun for people to want to spend money.
Having functioning and interesting budget decks also helps local tournaments find players and makes it easier to introduce people to the game.
In the card game I'm designing, I actually made card rarity part of deckbuilding. You can have 3 copies of a Common, 2 copies of an Uncommon, 1 copy of a Rare, and only 1 Unique (1 in 3) in a deck. What this especially allows is Common cards to combo with themselves, while giving Rares effects too powerful to be used more than once per turn. Uniques then become your boss monster/archetype to build around, since you can only have 1 in your deck. I've also made sure to reflect the rarity on the card design more than the rarity symbol used on most cards, so people know exactly how many they can have in a deck.
The main reason I did this, besides being an interesting way to balance a game, was to make it easier for players to get into the game. Especially since there are lots of staple Commons to build the base of your deck. It doesn't take a lot of packs to build a playable deck, unless you are searching for specific cards. Even then, a booster box equivalent would have a chance at getting every single card in the game.
Hearthstone does a tamer version of this. You can only have one copy of each Legendary, which is the highest rarity. Though otherwise you can have at most two copies of each card, so there’s not much room.
While the deck building restriction can be useful, keep an eye open for variance. If you can only have one copy of the card you “need” to win, games might feel too swingy.
@@vitorluiz7538 I've got a bunch of general searchers in the game for this exact reason. It also takes at least 7 turns to win the game, which is quite difficult to do anyway, so there's time to build up a board to use said searchers. You also start with 8 cards in hand.
@@Kaleidophoenix I’ll leave you to design your game, as I believe I can’t offer much. Just two general comments: 1) watch out for not ending up with the opposite problem, with decks that are too consistent and matches that feel same-y; and 2) a mechanic I’ve seen is allowing players to put a card from their hand into their deck to draw again, once per turn.
As a Vanguard player, i'm with you when i say "Fuck VRs." Buying Vanguard cards is already expensive enough, its why I never really got into V-Series and why I just stuck with building my recent decks using G-Era cards. The older cards work fine enough and they're still fun to play with. Plus, none of my friends really play with V-Series decks, so there's that.
VRs have only further exacerbated that problem. Thank god they're going away.
But VRs are just a renaming of the GRs, and those had the same issue. In fact, many required you to flip another copy of the same card over to use their skills, so you would need at least two to do anything with them at all.
I'd argue Yugioh Rares fall under uncommon and Super Rares under rare
Under how Yu-Gi-Oh did their rarities back then, it might be fair under classic TCG or KOCG
At the time of this video in the OCG, Rares are traditional rares in 5 card packs
There was something kind of startling about watching a sponsorship ad for the exact chair I'm currently sitting in.
Loving how much spotlight the Digimon Card Game has been getting in your videos, considering how new it is!
Pole Position, AKA the rulings nightmare
For a very brief time (I think 2 sets), Heroclix tried having an answer to foil cards in the form of Sketch Variant figures, where the figure and its base were white with a bit of black and gray to emulate uncolored inked art in comics. The big problem with that was that about half of the figures in those set used the same sculpt as other figures but colored differently to differentiate them (such as Peter Parker & Miles Morales or various Manhunters) so it could be easy to lose track of which character was where if you had multiple sketch variants. I dropped out of the game shortly after the pandemic hit so I have no idea if they've tried anything similar since then.
An important role for uncommon that I feel you forgot to mention is build-around cards. Card that encourage players to build around a certain strategy, mainly in limited play or for non-tournament players who don't own every single card. You usually achieve this by giving some pay-off for a certain type of effect, or otherwise enable that strategy. Some uncommons even encourage players to mix two particular archetypes.
I will never forget when Tour Guide From the Underworld first released in Yu-Gi-Oh!
Copies were going for like 130€+ and you needed 3 of them to stand any chance in tournaments.
I'd rather have one $100 staple instead of five $100 staples.
"Short Print" * shows Fairy Tail - Snow * and my mind goes: Seems legit, there were also common cards that are short printed in Yugioh ffs 🤦♂️
FYI, Force of Will is Rare by current TCG standards.
Gotta be a stick in the mud, but Vanguard's rarity sin began when the first Vanguard G set launched in 2014 (JP)/2015 (EN), as the Generation Rares preceded the Vanguard rares from the reboot.
That being said, this does help encapsulate what cards are supposed to do in the various rarities, something I've always been wanting a good answer to. So thanks for that.
10:32 gave me straight up goosebumps. Gamecube Pokemon is still my all time favorite!
The iceburg voice got me because I just watched a few videos that sounded exactly like that
Nice Ep, was recently discussing the DIGIMON TCG with some ppl, in my experience they are very well balanced Boxes
In terms of Colours, Rarities and Duplicate Copies of basic cards
On average I pull atleast 2 of every Un/Common, and about 2/3 of Rares are Unique Copies, all spread out across all Colour types
Came for the Yugioh, stayed for the variety and genuinely informative style, and was surprised by Pekora. I heard a mention or two of there being Hololive cards, but I never looked into it.
Kohdok-Describes like 20 types of rarities
Yugioh-"amateur..."
Only 8 in TCG, 12 at max. You overreact and overestimate your game.
To be fair a lot of those rarities are purely aesthetic,
They don't really do anything.
Another good one, I liked how many different TCGS you compared to the specific level of rarities. It really made me think about secondary markets and TCGs. It always seems strange that TCGs both court and try not to get involved a secondary market for their game. Hope we hear some more soon!
Minor nitpick: Professor’s Research has so far only been printed as a rare or better. I double-checked and Bulbapedia has it listed as an uncommon on the card page but as a rare on the Shining Fates set list.
It keeps getting thrown in preconstructed products, so it’s basically an uncommon thanks to ease of picking it up.
Really? Because all the previous versions of the "Professor Oak" card were printed at Uncommon.
@@Kohdok yeah, since they started releasing them as “Professor’s Research” in Sword and Shield base, they’ve been doing them as rares. Older cards with the same effect were often printed as uncommon including the OG Base Set Professor Oak which I’d argue was too complex for the uncommon slot since you could play multiple ones in a single turn. Between that and Bill you could draw through your entire deck in a single turn.
remember when the first pokemon base set printed BILL as a common (draw 2 cards), and Professor Oak as an Uncommon (discard your hand, draw 7 cards).
not only were these 2 cards played at max quantities in like every deck, because of how good they were, but they were super easy to get a hold off, because they weren't rare cards.
Great breakdown of the various rarities that exist in TCGs, thanks for this, it was nice to see someone cover it 👍
Love seeing Digimon being showcased in so many of your videos, it makes me feel like it's already a top 4 contender. I hope it sticks and stays successful!
I'd buy them just for the incredible artwork if literally any trading cards could stay in stock for more than 20 minutes in my town. At least with the big 3, stores stock enough product to last that long. Digimon is lucky to get a tenth of the shelf real estate Pokemon commands, so it sells out in less than 5 minutes. :'(
Bushiroad does indeed kind of screw people over when it comes to rarity but I think it's also important to remember that their products are usually much cheaper than other games so you have more shots at the rare cards
Interesting technical note on Magic with Mythic rarity that I only recently saw someone point out - because of how the printing works, it would be technically more accurate to say that MTG only had "Mythic" rarity for the first 15 years, and with Zendikar added the "Rare" level. The difference between the two is that on the uncut sheet of rare cards for a set, "regular" rares are printed twice, while mythic rares are only printed once (so, 2/121 vs 1/121). Before they "added" mythic rarity, _every_ rare would show up on the sheet only once, which is why older sets actually had a lot more different (often terrible) rare cards.
This video is a perfect introductory video about tcgs.
9:17 Woah, just what did Crystal Lancer do to you?
Great video though, I loved the Deadly Sins and I'm loving this follow up series. :)
So it took me a while to pinpoint the music for the "basic rare" section, but I knew I was familiar with it from some SNES RPG. At first I thought it was in Chrono Trigger, but then realized it had to be from Earthbound as nothing from the CT OST sounded even from the same game, and it definitely wasn't Final Fantasy or Secret of Mana music. It took me a while to find where it was from in Earthbound, because I knew I remembered it as music that played when you some boss fight, but it wasn't the very last boss.
One of the considerations you missed, which I know affects MtG (and maybe other games too, but I'm not familiar), is the popularity of Limited environments - self-contained experiences that revolve around opening a number of packs of a product, then playing with those cards. There commons CAN'T be game-breaking powerful cards, because if they occur too frequently they make the Limited format miserable. The Uncommon/Rare slots are then usually used to create Limited 'build-arounds', with cards targeted at Constructed formats appearing more at Rare and Mythic Rare (as these cards are often bad, if not unplayable, in Limited environments due to how situational/dependent on synergy they are).
*glances at my full line of MTG Godzilla foils hanging on my wall*
No, I don't want to know more about rarity. But I'll watch anyway.
Wow, that How To Draw Manga reference at the start brings me right back.
if there's one thing I'm glad for, there's been so many more ways to get reprints of yugioh cards in the past several years. They even sometimes reprint older cards if they work with a new theme. So often cards that go for $10-15+ for no reason other than they're old and have 1 print, will get another print in some product. Unlike in pokemon where there are unique rarities from older eras of the cards that you just have to pay whatever the price is (I'm thinking of pokemon ex)
This has got to be the best in video sponsorship I've ever seen lol lol lol great job
I’ve always thought that if I made a TCG, regular versions of every card would be equally accessible to prevent financial barriers to entry for people wanting to build decks with whatever cards they want.
My levels of rarity would then come from foils, alternate art, signed, and foil signed, but the card effects themselves would be no different from their regular versions. I believe the market for people who just want to collect or bling out their deck is enough for this to be viable. Let people have the cards they want, but charge more for bling only. That’s fair to me.
Pokemon actually _kinda_ does this. While they have differing rarities for their regular cards and it can still make the rarer cards kind of expensive to get regardless, they have both normal format and special "premium" full card art versions of their rare cards.
as an old school yugioh fan, that will always be the definitive method of doing rarity for me (gen 1 pokemon as well although those memories are a little more hazy) commons and rares are both great and give you the most accurate view of the cards artwork itself, then supers ultras and secrets are the ones you get all excited to look at and show off, totally different vibe but both are important to me
im so glad youre making more of these, you explain these things super well
The thing I learned the most in this video is that the top-rarity cards of other cardgames are not NEARLY as impressive as YuGiOh ones.
I wish Kohdok had shown a video Secret Rare or Ghost Rare so the other people would know what I'm talking about
Video Secret Rare?
Okay that chills impression killed me lmao
Suggestion for a video, whether another Errata Text or a follow up. The rarity of basic resources in games that use set resources. Things like lands in Magic, but duals and basics, and energy in Pokemon.
I have never been happier that Magic Mythics don’t default have foil like some games until I saw those like super high rarity Yugioh cards that are near unreadable from shine
Especially with the 'quality' of Magic foils. I prefer nonfoils, because at least they are actually flat.
Agreed, though I think that is mostly an issue when trying to take pictures of a those crazy foil cards.
They don’t actually look like that, some rarities just don’t photograph/scan well
For the most part Yu-Gi-Oh foils look pretty good in person, they only had a couple duds with starfoil rare and mosaic rare, but aside from that most rare cards look pretty good with Ultimate Rares being my favourite rarity in any game.
YGO foils are better than Magic foils anyways. This isn’t an opinion either. It’s a statement of fact. The quality of Magic foils has gone really downhill in recent years to the point where if you don’t actively take good care of them, they might not be tournament legal because the foiling can warp the card so much that you can tell it apart from the rest of your deck.
I still 2 years ago when I was getting into the Digimon TCG I pulled crazy stuff. From my very first booster box (given to me as a Christmas present from friend) I pulled Alt-art Jesmon and Secret Alphamon. Then I decided to by a few packs from Battle of Omni and more packs from Double Diamond. There I pulled Alt-art Dynasmon, Omnimon X, and Bellastarmon. My luck was crazy that day.
10 bucks says that Kohdok had faced a BlueGreen Evo deck back when Evolution Creatures made there debut.
Just one point of interest regarding Magic the Gathering and Nexus of Fate. While the community was definitely not happy that a competitive staple wasn't possible to open in a booster, because it was a Buy a Box promo, you got one with every single booster box you purchased in a physical LGS.
Now, if you purchased boxes online or if you can only afford packs, super unfair. However, because it came with every single box, it was actually reasonably cheap, clocking in at under $10 for a multi deck 4x per deck staple.
For comparison, the current set, Kaldheim, has 2 cards that command over $30 each even though they see nowhere near the level of play nexus saw.
So while the thing generated a lot of outrage, in terms of actually making competitive magic more accessible, it definitely helped.
I love this series because it's pretty much a tutorial in how to make a good card game.
Nexus of Fate never should have been printed in the first place.
That was a huge mistake by WOTC.
I’m glad u showed off exodus tcg I know both Jake and Lexi I’m also from the 559 I like the game and have idea for them in the future which I hope comes sooner than later one thing u should had mention is having card rarity be a mechanic like in Exodus which I know they got the idea from yugioh with all its types of rarities.
"In practice parallel foils are only worth slightly more"
Collectors rare: *allow us to introduce ourselves*
Yeah the VR system of Vanguard was kind of shit its only saving grace was that it never went too crazy with it where they print 7 of that rarity with only 1-2 being useful in their respective decks. You still needed 4 of which was nasty, but there was plenty of supply, so most didn't pass $30 in value, unless they suddenly got support that made them busted
I love that Ten Thousand Dragon's passcode is ten thousand.
But if your game is already the biggest and over 15 years old:
Do it, put universal staples in mythic (or higher). It's printing money. Fetch lands.
Regarding "splashiness" of rares: The one thing that annoys me most about rare lands in MtG, other than the price, is that they're just not splashy! How does Little Timmy feel when he pulls a rare land instead of some impractically large creature?!
EDIT: I'm talking about lands that only produce mana here. Lands that can become creatures are flashy enough, in my opinion.
Fun fact! I play the dragon Ball super card game and we have super premium rares called secret rares. These cards have the ultimate tag which means you can only have one card with ultimate in your deck and only one copy of that card. These are functionally exclusive cards which you need to play competitively and there's only two in each case. Currently we are experiencing buyouts and I'm not kidding some of these cards are for either 500, 700, 1,000, and one short printed one is even at $5,000. And people are still saying they shouldn't get reprinted because of collector value
Interesting videoo- OH MY IS THAT A DRIVE GARUBURN? Man, that takes me back.
Shiny Charizard VMax there requires more than just 5 energy, it needs three to specifically be fire and then discard 2 of those fire energies attached for that 300 damage, and you can only play 1 per turn normally, needs to discard 3 energies to retreat, and is a VMAX, which means it requires itself to evolve and it gives three prizes when KOd (That's half the standard win condition there folks!)
As a Vanguard player for many years, I still very much appreciate your criticism of Bushiroad and Vanguard in general. Because VRs didn’t actually kick up a major fuss in the community at large. But that was because they were essentially replacing the Generation Rare that was there prior. Those had massive backlash as they literally were 1 in 3 boxes. Hell, some of the early ones were meta defining cards that also literally needed additional copies just to function. Imagine needing 4 of such a card for your deck to even have a chance in the meta and then scream when you realize that set had another GR that just so happened to be total garbage so the want you want is actually 1 in 6 boxes and the other GR isn’t worth nearly as much on the secondary market. And then scream again when a later GR for that same deck wants copies of that old GR just to function as well. I wish I was joking.
So whenever anyone asks me “why isn’t Vanguard more popular?”, I just point to shenanigans like that. At least VRs were mostly the same value and didn’t require more copies of themselves (technically). OverDress is looking really promising with how they’re taking the game (in many ways), but given the community reaction, this is looking to be their last chance before even the diehards like me drop it. I love the game, but Bushiroad needs to get their act together.
VRs were guaranteed in boxes but. 1 in sets with 4 VRs and 1-2 in sets with 5 VRs.
Only exception was the first 3 Extra Boosters but Bushiriad quickly changed it.
I agree the VR rarity was still pretty bad and made it hard for budget players at times especially if you were into Shadow Paladin as theres no budget Shadow Paladin V deck. Though the reason why Vanguard players didn't give much if a fuss was entirely comparative wise as VRs were much better than GRs
Precisely. Makes it easy to be kinda scummy when you’re less scummy than you were before lmao. Though anyone reading this should be aware that Persona Ride is a major upcoming mechanic in that you can a bonus when you play another copy of your Vanguard so they now have extra copies of stuff being wanted baked in as a core feature (at least for the time being). That said, some of these viable cards are found in $4 decks (full playsets of them too!) and it isn’t required like Kohdok had in his video here. It also helps that you can guarantee you have 1 copy every game so you can actually even get by with just 1 copy because consistency isn’t an issue. It’s nice that a kid can literally play their 1 copy of a RRR card they pulled and it be a very competent deck.
Pole Position: Racing towards locking out your opponent!
A video about your 5 top card games (other than the Big 3) would be interesting!
i love that you snuck in that Pekora card
Also, at the end about Shiny Charizard VMAX, Just saying the thing is actually a reskin card of Ordinary Charizard VMAX, Which is rare, but in battle is Identical to its Shiny counterpart.
Saw the chair lean back. "But can it do..this?!"
The Chills voice really got me
I remember back when I played buddyfight in it's first year. When my older brother and I bought just a bunch of booster packs. When he opened one of the extra booster packs, he ended up getting a buddy rare thunder knights drum. Those were the good times.
I really like that the Dragon Ball Super game has regular high rarity cards (Super Rares, like Mythics for Magic) but also have Special Rares that are just fancier versions of cards. Secret Rares are such a pain though, especially as huge capstone pieces, but at least you should only need 1 for your deck, maybe. Then again, that could just be $$ to buy more decks.
No game should have promotional cards that are mechanically unique to cards you can purchase in a product.
Also, any chance you might talk about Pauper formats where you can only use common cards? I find TCGs with a strong Pauper format are indicative of a solid rarity spread. Pauper Magic feels like Magic boiled down to its purest essence, but I don't actually know if Pauper Yugioh is even possible (surely it could be, but the archetype design of YGO seems to preclude Pauper play if your main star players are at higher rarities).
I love this video, I always hate how rarity impacts card power. When rarity doesn’t impact gameplay in a direct way, the rarity gets so annoying.
Also, cards can potentially shift in rarity. One example is hero’s downfall from magic. It was previously at rare but when they reprinted it in crimson vow, they made it uncommon
The ad was top notch.
Hearing you put Professor's Reseach in the Uncommon section hurt my brain since I know it's a Rare. Juniper and Sycamore and many other "Professor *" cards were Uncommon, but not the new Professor's Research cards.
Every other Kohdok episode is basically “why Bushiroad is scum and you shouldn’t buy into Cardfight! Vanguard!!”
Great video, as always!
Awesomevideo ill keep all this in mind when making rairtys helps alot kohdok!
there is......another
by which i am talking of the fabled 'super secret rare' cards that may not even appear in 1 box- which are like super premiums in a sense, technically. they sort of fit as an inbetween as they seldom are used as a promo rare.
by which i am reffering to pokemon's 'secret rares' (you did mention them i know), magic's 'masterpieces (which are similar and yet not to the aforementioned as they do not alter card legality), buddyfight 'signed' rares (of which i have one), and yugioh's ultimate and ghost rares (though these latter cases do buck the trend ever so slightly at times -heres looking at you ghost rare naturia barkian from gold series whatever- but when has yugioh not bucked a common trend in some -often annoying- way). anyway thanks for litening to my TED talk