3:33 Hercules actually DOES wear Scar's pelt in the original film, it's an easter egg in a brief scene where he's posing for a portrait, after the Zero to Hero number. From all the cards I've seen, the characters in Lorcana are reasonably faithful to their in-film appearances. Edit: Turns out the classifications Storyborn, Dreamborn, and Floodborn are on character cards to differentiate from cards faithful to their original version (Storyborn), cards with a "slight spin" on the original (Dreamborn), and "reimaginings" that are significantly different from their original version (Floodborn). The last one only shows up on cards with Shift, where you have to play them over a non-floodborn version of the character.
Ohhh, I had been wondering a lot about those Xborn tags, knowing they're sort of meant to mark which characters are AU versions is VERY cool! I wonder what the term Floodborn is referencing, tho. You'd think the wildly different ones would be "dream born".
"Yes! Maleficent the gigantic dragon will just allow Lilo to toddle past her to slap you twice in the face!" the imagery you showed there is just too funny!
It's ashamed that doctor facilier didn't have his own deck, like there is massive design space for him. You could make his deck a deal with the devil deck where you give your opponent a slight advantage and youself a massive one like he is in movie.
I mean, the game isn't designed in such a way that you make a "[Character] deck". They want to hit as many different Disney properties as they can rather than just focus on making each character a full 60 card deck. There still are some great, character-based synergies, like Facilier has a 3 cost that can sing Friends on the Other Side, and him and Maleficent are a common amethyst engine to draw cards. Or in Amber, I find that using the Singer Ariel as an engine to play songs like Be Our Guest or Part of Your World is very helpful, as long as whatever songs your partner color provides (Putting her in Amber/Steel so she can sing Grab Your Swords is METAL AS HELL tbh). So you do develop these cool "oh, like the movie!" moments in play, but it'll be in a deck that is doing MANY of those things and not the ONE specific thing.
@@StarkMaximum I'm thinking it's going to be like this for a while, but, if it goes long enough, they'll start to develop distinct archetypes, and putting the dividing lines based on different series makes sense.
Moana red is so funny, rather than going the route of many licensed games like marvel snap where these plot references are more indirect (e.g if moana could banish a target 6 drop, which both te ka cards are) where the player will notice the reference when it comes up and go "oh thats cool the card is functional normally but is designed to suit its source material" but instead it reads like a gimmick card a hearthstone solo mode boss uses.
I got lucky and my local game store did a pre-release event and limited the amount of Boosters they sold to one per day. The starter decks though didn't have that limit, so they all sold out. I played a couple games of it as well. It is has a pretty fun base, but yeah it still needs something more. There is a "Mana Ramp" or "Ink Ramp" character. Belle "Strange but Special" has an ability that allows you to play 2 ink instead of 1. It's another issue where there is no real counter-play. So far there is no way to effect your opponents Ink, so once a player with Belle runs away with more Ink there isn't much you can do about that. If they want a easy/lazy way to raise hype for this game again in the future though all they'd have to do is release a Kingdom Hearts themed set. Disney owns the rights to all the non Final Fantasy KH characters, so it is something they could easily do.
It's the first set, they'll probably figure out the counterplay thing eventually. Maybe. The fact they're giving characters abilities that don't exert them, and that ready (not exerted) characters can't be challenged, makes for very little counterplay. The only way to deal with them is removal, which is expensive.
@@LibertyMonk I am not the most optimistic since with the next (3rd) set they are making it easier to gain lore. Unless there is something they haven't revealed yet it feels like the power creep is getting crazy too fast.
A pretty simple change that could be made to lore is that it isn't gained until the start of your next turn, and only if the questing character survives by then.
@@alfredosaint-jean9660I wouldn't be surprised, given the flavor of questing, that this is how it worked at some point in development, but the lack of immediate gratification and potential memory issues led to playtesters or producers pushing for it to be changed
@@makingnoises2327 That sucks because while it would always mean the opponent can see they 100 million infinity % cant win they always get to surrender never get the surprise final blow moment truly, whenever you make a poke for game there'd be this tention "do they have the out, how do they navigate this" etc
or if challenging worked like blocking in the way that whenever someone tries to quest a non taped character can be used to challenge them I honestly thought thats how it worked until i started watchin the gameplay videos
"There's no way to stop them from collecting lore" - When they quest, they -tap- get exerted, and then they can be challenged by your characters and banished. There's also removal. Damage remains indefinitely, so challenging and dealing damage are stronger forms of removal than in most games. "There's no way to ramp to my knowledge" - The primers available online explicitly call out sapphire as the color that ramps. Putting more ink in your inkwell than one per turn is 100% a mechanic. I'm not in love with this game either, I agree about the scalpers, speculators, and the generally phoned-in and cash-grabby vibe, but they hired good designers, and those designers put some thought into making a functional TCG. It's simple, but it's not braindead.
I think I misspoke and meant "React". Like I also said "First character to 20 wins." The perils of doing it in one take. Also, I see you ignored the point I made in that reprisal is not the same as Counterplay. There is no response to "I exert to gain Lore".
@@Kohdok Just like lands in MTG, playing too many un-inkable cards will increase your chances of bricking. Inkable cards are valuable for that reason, and players will naturally build decks around that. In my experience with the game, fully bricking is rare (impossible in some decks); more often you are forced to ink cards you don't want to, or to not ink for a turn. I agree that it can be a bit of a beginner trap, but no worse than lands/energy in MTG/Pokemon.
I'm interested in the game play, but I don't want to play a generic deck with a bunch of characters from different works loosely tied by vague themes. I'm going to wait a bit, and see if eventually I can make a deck themed around the Ducks.
Yeah, I thought they would the deck would at least have a theme going on. They don't need to put archetypes just yet but at least make the cards connected somehow.
You hit the nail square on the head. This game just seems to be driven by Disney's typical brand of corporate greed by appealing less to the general TCG playing crowd, and more to both the die-hard Disney fanatics, and the people who treat Trading cards as a buisness investment. This is definitely going to fall victim to the 2 year curse.
I think a lot of your criticism is unfair, but you've convinced me the hype is higher than Lorecana deserves. Saying Lore collection being inevitable is bad isn't really fair IMO, because burn exists in games without (playable) lifegain nor counterspells. Questing *feels* like its an attack to TCG players, but it isn't one, players are just collecing lore over time. There's no defending player we have to attack. On the one hand, they're removing a lot of interaction by not having a "defending player", but if they add a few cards that can remove an opponent's lore or move the goalposts to a higher lore count, counterplay would exist. About Inkable vs not, calling it "duelmasters but worse" isn't *entirely* accurate, the MTG land system adds design and risk space to deck building, where you can go for dual lands vulnerable to wasteland, utility lands that can do something, or basics which get their job done but aren't powerful. Inkablility gives a shadow of this design space, so the cards they know are pushed can be non-inkable, and draft chaff can have the upside of being a "piece of cardboard" or "blue card" to fuel Force of Will or Psychatog. Still a MTG-alike though. And finally, you can hate the art/design of a character's card(s), but its just one card of that character. There will (possibly, if the game continues) be more cards of that character, and some of them will be more your cup of tea, while others won't hit the spot.
Yknow, in Yugioh there was an archetype called Ally of Justice whose whole goal was messing specifically with Light monsters, 1/6th of the games card pool (probably more to be honest), and they were considered AWFUL. That red Moana is somehow a worse Ally of Justice card
The problem with Ally of Justice wasn't that they specifically deal with Light monsters, but that they are awful at doing it besides a few select cards(eg Catastor and Quarantine)
Hate cards aren't an intrinsic problem, even targeted at a specific card. Two cards were printed as highly specific hate cards against Rishadan Port, and there are cases where a powerful card is printed in the same set as it's hate that work out alright.
The only people I've seen play the game are already established TCG players who are mostly just people coming from MTG. If they really wanted to bring in a new market like they said they did they failed tremendously.
I don't trust Ravensburger with that claim, this look like being made by design. They want to milk it as quick as posible because they don't know how long it will last.
@@davidv2002 it seems like they are more interested in grabbing a few cards of their favorite characters for collecting (thus driving up prices) and aren't playing the game much. but that's based on the online exposure, I don't know any disney adults personally.
I've seen the opposite at my local, we have a bunch of Disney adults and children playing together during their league play, it's nice because the league last 4 weeks and the stores put everyone that played on a poster and they get points for playing.
@@davidv2002 Some are collecting, but the fact packs are hard to find in the wild and people only want cards of their favorite character is making it hard to gain traction. Most people outside of the TCG space do not know this game exists.
Yeah when I heard him riffing on it I got a bit confused. Especially if you look at early sets of Pokémon which is in the same kind of demographic, I do not remember them having things like prize card denial...
Kohdok, I agree with a LOT of your points in this video (Disney is doing this in a way that combines the worst of Disney adults and TCG scalpers, Disney thinks this is just an easy way to make money and that they're too big to fail, they're more concerned with putting out fancy shiny Once in a Lifetime promo display pieces rather than playable cards, the game having little interaction on your opponent's turn, like Pokemon, hinders interactivity and counterplay; I think all of these are solid points with a lot of foundation that I agree with whole heartedly). But it's one set and I think you should just read all of the cards before you make a judgment. I know you didn't read all the cards because you didn't know what Te Ka was and you had to guess at what Moana did, and if you had read all of the cards you'd know there's ways to stop opponents from questing, ways to exert opposing characters for no value, ways to give them Reckless (must challenge, cannot quest), and honestly the thing that you just dismissed as useless, just challenging all of their high lore characters and killin--sorry, _banishing_ them. When you develop a threatening board, it becomes very challenging for an aggro lore-focused player to develop their advantage again; you play a character, you get 1-3 lore out of it, it dies again, and now you're scrambling for another character. While you're on the back foot, the control opponent, who has all these characters out to challenge you, are now questing themselves, because you have to play out a character and paint a target on their back! I've watched people play and I've seen it happen; while an early lore rush can run away with the game, if control stabilizes and clears the board, aggro will once again struggle to get back in, unless they're so close to winning that literally any quest will win it, at which point its like being a blue player, stablizing at 3, and then getting a Bolt to the face. I think that you worry that Lorcana succeeding is a bad sign for TCGs as a whole because Disney getting involved in the way they want to will hurt TCGs as a community long term, and I agree! I think letting Disney in our house is inviting a vampire in. But you really seem like you're scrambling for points to make and just relying on your knowledge of other TCGs to speak from a place of expertise and it really makes you say some easily dismissed things that hurt your point.
While I largely agree with the points on the game's cost, I think the video is being far too harsh on the gameplay. Having played Lorcana online, and having played most of the major TCGs on the English market, I wanted to put forward my thoughts. With the increasing complexity of MTG, Lorcana offers a lot of the same gameplay elements, but simplifies and refines major mechanics. - Lorcana removes out-of-turn interaction (and MTG/YUGIOH's stack/chain), removing that play style However, in exchange, the rules are simpler and turns are faster, since you no longer need to worry about priority or counterspells. This does NOT remove all counterplay, as was stated in the video, just counterplay during your opponent's turn (i.e. counterspells and fast removal). - Lorcana also removes MTG's combat step, simplifying attacks and blocks and helping alleviate the board stalls that happen in MTG. I really like the ability to only attack tapped creatures (also recently appearing in the Digimon TCG); it gives both the attacker and defender interesting choices to make around combat, without the need for an entire phase dedicated to it. - While It is certainly possible that you build your deck with too many un-inkable cards and brick, most decks are built to avoid that and it rarely came up in gameplay (especially since you can selectively mulligan your starting hand). More likely, un-inkable cards limit your early-game options, forcing the you to ink cards that you don't want to. I personally found that a card's inkability added some interesting deckbuilding choices, giving reasons to not play full playsets of a card, similar to the Legend rule in MTG. - While is is true that you cant stop a card from questing (generating lore) at least once without some form of removal, the lore value of a card isn't everything. Decks will eventually run out of steam if they keep trading down in card advantage. Options are limited in the first set, but there is cheap removal that can be effectively used against small threats; midrange decks do exist. I personally found that the more consistent lore generation helps keep up the tempo of the game, pushing players to consistently generate lore throughout the game, instead of trying to deal most of the damage in one turn, as can often happen in MTG or YUGIOH. - I agree that some of the cards aren't as exciting as you might expect, but I appreciated that the complexity of individual cards was relatively low, comparable to Pokemon cards. There are certainly some cards that have underwhelming effects compared to the perceived strength of their character, but I did appreciate how a character could have multiple cards that portray them at different stages in their journey (or even alternate possibilities from their canon storyline). I also liked the Shift mechanic, allowing a character to grow into a stronger version of themselves, with some Pokemon evolution vibes. - Singing isn't particularly OP. There aren't many good songs in this set and singing with a character taps them, making them vulnerable and giving up their tempo. Outside of specialized decks, singing a song means that you can't play it on curve, which is also a big downside. While my comments here were largely positive in response to the harsh criticisms in the video, I do not think it's a perfect game. Market issues aside, the game suffers heavily from it's small card pool, and the gameplay experience is very similar to MTG (for better or worse). I would worry about the longevity of the game, not because it's badly designed but, because it feels too similar to MTG and attracts the same player base. Overall, I wont buy any physical product for Lorcana unless the prices drop to Pokemon levels, but I think the mechanics and gameplay are solid and would especially recommend the game to any MTG player who dislikes the high complexity of current MTG cards. I'm disappointed that the video levels so many criticisms about the gameplay without even playing it (or at least playing very little) ; I expected better from Kohdok. While I still prefer Pokemon TCG or Netrunner, Lorcana's simple and clean gameplay experience was still enjoyable with my MTG-focused friends. I hope that the game continues to grow and expand.
A lot of his criticisms feel off-the-cuff and emotional here. The game is a simplified MTG/Duel Masters clone, and only really differentiating itself with IP, but it's not *bad* for a first-year TCG, just unremarkable. I'm really not sure if it'll survive into a third year, the game has problems, but all the big three do too, let alone all the others that are still kicking. It's simple right now, but that never lasts beyond a few sets. A shakeup is *required* to keep the game alive beyond a handful of sets.
@@LibertyMonk I'm not sure how you read "a lot" of these criticisms as "emotional" or "off-the-cuff" when most of these responses are stating basic facts about the game that give counters to what was said in the video?
I appreciate that location will be a factor here, but paying double for a starter deck feels insane, every game store within like, an hour radius of me had loads in stock, and got re-stocks. Booster boxes and the gift packs went fairly quickly, though
I think you’re being a bit harsh and premature in your negative review. You’re correct that there is no responsive counter play, but because characters can’t quest the turn they enter you do have options to prevent Aggro from running away with it. 5 of the 6 colors have direct answers to the so-called problem: direct damage, targeted removal, board wipe, bounce, goading, and freezing are all available in one form or another. You bought the least interactive starter and had a dud pack with the infamously bad Red Moana (a common by the way) and one of the worst rares in the set and you’ve written the entire game off without even playing it.
Interesting that you've noticed the interest isn't there. Lorecana night is the same as my RPG night, and there's been a good number of kids and teens playing with the sweaty TCGers. Maybe that's just a local phenomenon tho. I guess we'll see if interest fades when the issues you've pointed out become more prominent.
I don't expect this game to last super long and I'm not even much of a Disney person, but I'm a little excited about Lorcana because it's a new game that local game stores near me are actually running play events for. I refuse to get into the big three because I'm not going to play catch up with decades of meta, but finding an active play scene of anything else is nigh-impossible. I hate the investment subculture of TCGs and it's gross that Ravensburger/Disney are encouraging it, but from what I've seen, both locally and online, the actual game stores are doing a great job of selling at MSRP, limiting purchases per customer, and prioritizing players over scalpers.
Me and some friends at locals where playing Lorcana and we enjoyed the game, but as you mentioned, in game play standards, you can brick in a hand with no cards for the inkwell, and yes they do have a mulligan like the game you don’t like(CFV), where you pick what cards go to the bottom draw that same number of them, then shuffle, it is not a 100% reliable mechanic like in DM. Another point you made was about the lore, and if someone gets the ball rolling it’s near impossible to stop, one solution my friends and I have experimented with was “lore theft” that only vanillas (cards with no effects) can do, and that’s taking lore from your opponents equal to your cards lore value divided in half and rounded up, and that really flipped a lot of “I’ve established the board I now win” games, into an almost tug of war style of play, and I would love the them to make that a thing. Or at least some form of healthy interactions that’s not to the level of Yugioh or MTG where anyone and everything can shut down your turn because they have hand traps or effect negation. I love Disney, so I was kinda hooked from the start (yeah I’m that kind of fan, Sue me) and the art and design is interesting, but needs much more improvement and easier accessibility for everyone. My personal biggest complaint has been card quality, comparing the card stock of Lorcana to stuff of CFV, MTG, YGO, and even pokemon, the cards seem flimsy and easy to bend, I bend a high rarity jumba card simply putting it in a sleeve! I also did learn from a friend that with the starter deck boxes can be reused as a temp deck box but you need to carefully rip it at the thing at the top from the back (the thing that hangs it on a hook in stores, rip it forward to open, then it folds back into the box with ease)
Pixelborn is an unofficial free online client that works pretty well if you just want to try the gameplay out. Obviously doesn't work for people wanting to play with family / friends, but if you want to play irl proxies are always an option too, and there are websites with good card images to use to make those.
I understand Kohdok's apprehension to this game since it has attracted the type of guys that ruined TCGs in 2020, but he's wrong about a lot of the mechanics. For one, there is interaction with Lore. There are two Aladdin cards, a Rapunzel card, two action cards, and an Ursula card that all make your opponent lose lore. There's also a Mother Gothel card that flat out prevents your opponent from gaining lore, and the Reckless mechanic that prevents characters from gathering Lore. There are also a couple of characters that do ramp, like Belle and Tamatoa, who all can gather more Lore based on the resources in play. You can also use Item cards on your opponent's turn, so certain decks can interact on your opponent's turn. You can also remove characters after they quested by attacking them on your turn. I do agree the rarities are very bad because the only way to differentiate them is from the stamps on the bottom rather than their foiling.
18:51 Anybody else keep laughing at Kohdok when he keeps saying stuff like "That's very not Jafar" on a DREAMBORN. Dreamborns aren't supposed to on the nose.
Always appreciate your honest assessments of games. Glad to hear your raw thoughts about it from a design perspective. I got some decks for my young family members for Christmas, we'll see if they enjoy it!
I dont think lorcana is going to do well because of that villian game being a 1 buy item. Like why pay $15 for 1 deck that'll require cards from other sources other than just that deck, when you can pay $30 for 3 fully complete decks with plastic game pieces included.
The aiming at collector investor bro element / lack of supply is horrendously obnoxious for sure, and the game play def has some room for improvement, but this review feels under baked / under researched. Too many blatantly incorrect statements.
I've played Pixelborn, which is a fanmade online version of Lorcana. I'm actually shocked that they haven't been forced to take it down. That means I can focus solely on the gameplay, albeit I haven't played too much, and I have to actually disagree with some of your points. There's no counterplay to getting lore because it's really slow. Aside from being vulnerable to being attacked for a value trade once you go and get lore, due to the Dual-Masters effect of losing cards in hand and also because there's low card draw, getting lore is pretty slow. This is also probably the only time in this game where a name change is appropriate, because aside from being more child-friendly, it also throws away the idea that you might be able to stop your opponent. (While on this note, banish being the normal destroy is an awful idea) Furthermore, cards with high lore usually have low stats which means that your singular card can probably trade into 2 of your opponent's, which in other words means you're getting half a card on the field in exchange for your opponent getting lore. Which means that after a while you have more total lore on board than your opponent so you can feasibly race them down. Personally I like to use cards that prevent enemies from questing so they can't finish the game when they only need 1 more lore. You also have Rush and ways to allow your cards to attack again, but virtuaally nothing to help them quest again or instantly. This means that board control is still important and aggro isn't overpowered. While yes, once ahead you can't stop them from getting ahead, getting ahead means ceding cards in hand and board presence which can easily come back to bite you since both are important though they might not seem to be. (This is also why Songs aren't OP, imo) Interestingly, this means that the mentality of "Only the last life point" matters doesn't exist in Lorcana, since you need specific cards to stop your opponent from getting their last lore. Also, Bodyguard is indeed really helpful especially to protect your low-cost-high-lore-low-stat cards. I find it's actually pretty good in aggro decks, against other aggro decks if you're slightly faster, lol. In summary, it has no counterplay to the extent that Hearthstone has no counterplay. It does technically have less with stuff like Taunt and healing being nonexistent, but makes up for it with players having less resources which means that value is more important. However, due to the card pool rn being kinda small, we do have to see the future cards. I do think it's very easy for only a few cards to break aggro, and they do need to start making more interesting cards. But for a newly released game, it is definitely alright. Also I think that the "only some cards can be used as resource" has merit. Make modal cards with great versatility unable to be used as a resource, maybe. But I don't like how Lorcana did it; I can't really tell why a certain card can be used as a resource. The rest I agree with tho. Especially Moana
Looking at it now, uninkable cards are generally powerful for their cost, and are discouraged from being put into the deck by A) Making them bricks if you have more than 8-12 of them, and B) making expensive uninkables major investiments for the deck
That Moana is literally just rules as flavor text. Also, I'd give it a few sets before calling it DOA. Hearthstone didn't start with any interactivity either.
I think you're misunderstanding what interactivity does. In HS you can prepare yourself for your oponent's next move, having cards with taunt and divine shield can both protect your face from incoming attacks and your creatures to attack your next turn respectively. In lorcana, if you quest, you gain lore, and THEN your opponent can challenge. Why would I spend ink playing those heavy vanillas with 1 lore when my opponent is gaining an advantage and has ink ready for removal?
@@juanpablolamas5335 I'm a Lantern Control player, I assure you, I know what interactivity is, Lord knows I'll interact with every damn card in your deck before the game is over. (Yes... I'm being facetious. I'm aware that the archetype is entirely predicated on ensuring that at no point is the opponent CAPABLE of interacting) Taunt is functionally identical to bodyguard, and using cards like Lefou and Shield of Virtue can both be used to protect characters, AS WELL AS double down on responding to opposing cards. As for it not being worth it to play big dumb beat-stick characters, when has that EVER been a good choice in ANY card game with a resource system? Irregardless, it IS possible to proactively prevent your opponent from questing. Mother Gothel, John Silver, and Iago ALL demand challenges take precedence over questing, and Jasper also no-sells that action. Like I said though, give it time. Currently the card pool is still shallow enough that a freaking Divination variant is a good card. I choose to believe things will even out somewhat as more answers are printed, as currently the quantity is lacking.
That's rare, and it's usually on cards that provide multiple types of mana so even though it technically provides no mana it can allow you to play more cards from other civs.
The game isn't releasing in my country yet, but there are people who want to play so those who can get it from the USA are selling starter decks for around $65+ so if we want to try the game it'll be proxy only for most of us. I wasn't particularly enthused about the gameplay when I first saw it and gameplay videos aren't completely changing my mind but I still want to give it a shot One thing I don't like about the game is how you can't make a functional deck with characters in one franchise. Would love to try a Stitch swarm deck and maybe one day (if the game lasts long enough) we'll have enough of Stitch's cousins to make a full Lilo and Stitch swarm deck but for now we'll have to make do with Lilo being protected by bodyguard simba. In relation to that and I think you mentioned it in the video, the card effects aren't thematic. I hope they do a better job once they delve deeper into archetypes
need to Say its the First Set but i think you have also alot of Opportunitiy to Counter your Opponent, in form of Hardremoval, Exhausting, Challenging, Steal some Lore, i love Kohdok but the ranting in this Video feels to much for that game.....Ravensburger also in Reprinting the First Set, i heared One Piece had the Same Problem at the Start and Ravensburger doesnt have Experience about TCGs
18:37 a dreamborn card. Dreamborn cards have altered designs when compared to storyborn cards, which are the designs that are faithfull to canon. Before criticizing something, at least do some research. I normaly fully agree with your takes on most games and topics, but you so far have failed hard when it comes to Lorcana critique specificaly
I absolutely agree with you. This game has no counterplay and it makes it kind of boring in that regard. One way I have figured out to add a little bit more fun to this, and add counterplay, is to require your characters to have to return from collecting lore. So they would go out and Quest and then on your next turn they would return and then you collect the floor. This gives the opponent the decision to either let you collect the Lord or toast you while your characters out questing.
@@KohdokI get the gripes about the game and don't think it's amazing or anything but there are aggro, midrange, and control decks that are legit, and some combo decks that need more pieces but look like fun tier 2/3 options for the Johnnys. That's just not one of the legitimate complaints.
Having no natural way to fight questing without an effect feels frustrating. Something as simple as the Evasive ability is kind of over powered when playing with just starter decks because there are so few options in the deck to even fight back. Removal is essential and it gets old fast. I don't want this game to fail, but they aren't putting enough in. The art shows love but the game design itself feels rushed like nobody cared.
I believe a retailer being given the opportunity to sell customers on the collectable aspect. In addition to selling a complete pay once product. That is less attractive to players buying multiple copies of the game. While, being desirable for those that want to collect everything.
I understand your skepticism for the game (I was at D23 and missed out on getting the product two days straight before giving up) but I think you’re not giving it a fair shot. There’s been a lot of communities built up and Ravensburg is pretty adamant about fighting off scalpers by increasing print runs
That moana stinks of lazy design, just tells me they didn't put any thought into the game design. That kind of super narrow hate is a first time fan card mistake.
My locals stores invested in this and I’ve seen a few assholes who just buy out all they could from this and my god do I hope this backfires in their face This entire game kinda just seems like a dumpster fire ( yes, I am salty that my local stores picked this up over other new TCG’s )
Based on your profile picture, I guess you'd rather be playing Shadowverse Evolve instead eh? The more interesting "streamlined MtG" but is getting overshadowed at the moment because lol Disney.
@@zyro7756 I see, yeah it can be hard to find support for the non-Big 3 games locally. I'm personally lucky that I have a local scene for SVE, but this has also just been a stacked 2 years with tons of new games.
I've been playing a bit of the game online (there is no way in hell I'm paying that ridicilous price, specially not living in a third world country), and I kind of disagree here on the gameplay here? The game is okay, it feels like a 6 or 7 out of 10, maybe after the next expansion comes out and the card pool gets deeper the game will get better. With the insane amount of vanilla and boring cards you have to play, it's just not super intresting. That said, a coupIe of things: -I think you are overvalueing questing, challenging is a huge part of the game and at times you should actively not quest merely because you know that would enable bad trades for you. There are some turbo aggresive decks that quest a ton, but most decks fall in between. -2-cost Facilier is actually a decent card that can give you board control. It's nice in slower decks. -Steel has ways to damage characters directly, red and blue have ways of killing characters directly, and green can bounce, so you do have a window to deal with characters the turn they are played. -There is ramp in the game, in blue. I'd say it's probably the unique aspect of that color (and items i guess?), one jump ahead, granny from moana, mickey detective and mvp belle. I don't know, I kind of like the lore mechanic, it pushes the game forward. Yes, you can get run over by lilo into simba, but most of the time, if you are able to take control of the board you have a pretty good chance of winning. I think it's good to force decks to have ways to actually win the game. As for facilier not doing something cooler, this is the first expansion so I'd hope they'll get to some of that later on. I understand they want to keep complexity low for the first expansion (though the number of vainillas is a bit too much for my liking). You can also tell they wanted a singable card draw spells, and Friends from the Other side is a fantastic (and fun) card, so I forgive them for that. As I said though, I hope they add more intresting cards later on because (as you can probably tell) I feel I explored in a relatively small amount of time a lot of what the game has to offer and it's a bit lacking in substance. There is a foundation. As for the everything as resource/ink thing... I do agree with you there, and i think it will be very punishing to newer players that want to play their cool exciting cards and have a deck filled with uninkables (and that is the worst mistake you can do, the game is unplayable).
6:00 think you're a little off base here. Lorcana is actually super interactive. No, you don't block characters who are questing for lore, but the turn afterwards you can challenge them to remove them. In that way, each of your characters is like a modal removal spell/threat of its own. Not to mention there are literal removal spells in some of the colors, including a powerful board wipe in Be Prepared (unfortunate that it's $50 right now though, since it's arguably the most important card for Ruby Control strategies.) Also there is a Ramp mechanic in Sapphire, it's one of the top tier decks right now. Mickey the Investigator, One Jump Ahead, Fishbone Quill, and Belle all ramp you and Belle is even a Ramp payoff too
Let's be honest, it looks amazing. It will probably sell extremely well because of that alone. Wish there was a cool combat system but yeah not fun to play. I got the entire first set for $40 on ebay-brand new. I was hoping it would be more like Kingdom Hearts..
I think another issue Lorcana is speeding towards is just running out of Disney characters. Pokemon is constantly making new mons to promote (and giving staples mons time to cool off) I think they're going to hit a wall and cards of the Great Mouse Detective or Black Cauldron aren't going to pull the same attention as Herc, Mulan or Elsa.
Maybe? Pokemon TCG constantly makes new cards of old 'mons. Lorcana is already making multiple versions of the same character (which are treated as different cards for deckbuilding), and has already shown that it is willing to use non-canon versions of characters (i.e. a villain from a timeline where they won). Maybe a lack of characters will become an issue later, but Disney has enough that it probably wont become an issue any time soon.
@@thebigcheese1905Exactly, there's plenty of versions of Mickey Mouse, Donald, etc. etc. Obviously it will become a problem eventually since you have limited deign space and number of variations you can do before it all feels rehashed. There's also characters and franchises they didn't show off yet which could be used for further sets. Personally I don't see the game getting to that point but it's fun to imagine "what if".
Hard to say. I'm not expecting long, but they could keep it going for a little while. Really if the issues brought up in the video get fixed or aren't actually relevant it might last a year or two. I would speculate more, but I don't honestly know enough about the game and the way it plays to say anything with certainty
Gonna be trying it when my FLGS gets it. Probably gonna just get it for my sister in the end, since she's still young. Also everyone seems to like it at my FLGS. People really like duel masters.
Yeash, that just looks bad. I think it's funny that you have Princess Luna staring at ya in this video 'cause, like, that game did a much better job of representing what FiM was all about than this game does Disney imo, had a lot more counter play then it sounds like this game does, was actually fairly unique... Only thing this game has going for it right now is arguably art and that in theory, Disney has more than enough money to throw at it to try and make successful. The MLP CCG was by no means perfect. It certainly had it's flaws, but yeah. This game just seems super generic and kinda cash grabby
I haven't played lorcana, I don't play any card games (not because I don't want to but because I have no local game shop to play at), so I don't really know a lot about card games. I do know this much and that's that you have to play the game know how it works. Read the rules and read the cards as much as you like, but to get any kind of sense on how some feels, how it plays, if its good, to gain any kind of informed opinion you have to experience something first hand. I know you know more about card games than me, I know you have a lot of experience with a lot of other games, but as far as I can tell from this video where you literally had to look up the rules, you don't have experience with THIS game. You might be right, or maybe your being to hard I don't know because you can't know.
@@zeanone9257 Where does he say that he played the game? He wasn't even sure if actions could be played at instant speed. If he did play it, It definitely wasn't enough to fully understand the rules or gameplay, or be as critical as he was about the gameplay. (The pricing complaints were completely valid.)
This video aint it chief "Ughhhhh questing is the only viable option" Find me a played game of lorcana where that has worked please 😂 The game is super fun to play with no real shortages in the UK but a very fast established playerbase with sold out league entries, locals etc. Ur usually very fair with games, this just feels like a rage boner because YOU had to pay abover rrp. Packs here are a fiver and decks are 18, thats the same as ptcg but i get a pack in my structure deck. I wanted captain hook sleeves but cant find them anywhere. Please do more research next time as opposed to just spouting accusations about a game you havent even played to try and understand, usually love ur content but again, this aint it 🙃
The thing that caught my attention as i watched two friends play this is when both players ran out of cards their turns were just draw a card and play it. Since there are no instants you don't wait. Since there were no lands there was no sandbagging or lulls. There's basically no abilities to pay for so you never play one as a resource. Just draw and play. How boring.
Actually, you gain lore by sending your characters on quests. That's the most common way to do it, although there are some card abilities that let you gain lore.
Right now, I really do believe that Lorcana has staying power. My local game store made a good profit on just Lorcana alone the one day they were selling it, so there is still hope for this game. I don't think we should worry about scalpers ruining this game just yet because of how the secondary market works. Sure, they can sit on a sealed box of Lorcana like a penguin sitting on an egg, but as soon as them prices start crashing, they're going to want to yeet that box a.s.a.p. After all, the LOTR MTG set already taught us that. 1/1 Ring found? Prices on Collector boosters be like = 💣💥 I'm don't know how Ravensburger intends to do the next set, (a.k.a. "The Second Chapter") but if it has reprints of staple cards, it'll ensure that this game stays affordable. TL;DR = There's probably nothing to worry about.
There is no reprint set until quarter 1 which means between January and March 31st which means scalpers are the only people with product for the rest of the year
I love Disney, but this is going to fail. They might as well have square enix handle it for them, by using kingdom hearts, and putting it into Final Fantasy TCG.
@@gingermlg Way too soon to call that a victory. The history of tcg/ccg is filled with failed projects that start off great, but ultimately fail in the long run.
You believe in this model, yet the model by it's very nature is exactly what creates the issues you're ralling against. And the issues you talk about are issues that have been a problem in Pokemon for years. I'm in a Pokemon group and literally no one, save for a few that I know personally, actually plays the game. They're all scalpers and speculators. On the gameplay note, I like the Lore system is a cool evolution on the Keyforge Aember system (a game that I love and went away but came back successfully). And the fact that there are no interrupts is a plus IMO. Are you so sure that Lorcana doesn't have more effects that hinder opponent Lore generation? It feels much like Keyforge's first set that included a lot of Aember rush decks, that was tempered with the second set and has balanced out pretty well in years since. I get it, I understand why the big three are still around, but I feel like it's time there's a bit more variety in the TCG space.
I could see lorcana sticking around for a while purely as merch. The game doesn't matter, like pokemon to some degree. Pokemon is a fun game but your average pokemon card buyer doesn't even know how to play the game. Lorcana has shiny cards with one of the biggest ip on the planet and you can buy them at target, the game is tertiary at best. Not saying it's a good thing or that I like it. It just kinda is what it is.
Disney just wants a piece of the tcg market without putting any effort or soul into it. I hope they crash and burn lorcana into the ground. I'm so tired of Disney greed. I'm not touching this abomination.
3:33 Hercules actually DOES wear Scar's pelt in the original film, it's an easter egg in a brief scene where he's posing for a portrait, after the Zero to Hero number. From all the cards I've seen, the characters in Lorcana are reasonably faithful to their in-film appearances.
Edit: Turns out the classifications Storyborn, Dreamborn, and Floodborn are on character cards to differentiate from cards faithful to their original version (Storyborn), cards with a "slight spin" on the original (Dreamborn), and "reimaginings" that are significantly different from their original version (Floodborn). The last one only shows up on cards with Shift, where you have to play them over a non-floodborn version of the character.
Or, in other words: canon, fanfiction and remake. At least that's what I got from it
So… Mirrorverse lol
Ohhh, I had been wondering a lot about those Xborn tags, knowing they're sort of meant to mark which characters are AU versions is VERY cool! I wonder what the term Floodborn is referencing, tho. You'd think the wildly different ones would be "dream born".
The way I see it is Storyborn are "cannon", Dreamborn are "how it could have happened" and Floodborn are full on AU.
"Yes! Maleficent the gigantic dragon will just allow Lilo to toddle past her to slap you twice in the face!"
the imagery you showed there is just too funny!
Lilo WOULD
I mean that's not too far off to what can happen in any other card game.
It's ashamed that doctor facilier didn't have his own deck, like there is massive design space for him. You could make his deck a deal with the devil deck where you give your opponent a slight advantage and youself a massive one like he is in movie.
I mean, the game isn't designed in such a way that you make a "[Character] deck". They want to hit as many different Disney properties as they can rather than just focus on making each character a full 60 card deck. There still are some great, character-based synergies, like Facilier has a 3 cost that can sing Friends on the Other Side, and him and Maleficent are a common amethyst engine to draw cards. Or in Amber, I find that using the Singer Ariel as an engine to play songs like Be Our Guest or Part of Your World is very helpful, as long as whatever songs your partner color provides (Putting her in Amber/Steel so she can sing Grab Your Swords is METAL AS HELL tbh). So you do develop these cool "oh, like the movie!" moments in play, but it'll be in a deck that is doing MANY of those things and not the ONE specific thing.
@@StarkMaximum I'm thinking it's going to be like this for a while, but, if it goes long enough, they'll start to develop distinct archetypes, and putting the dividing lines based on different series makes sense.
game is gonna die before that. nobody is playing it, only online.@@Stinkoman87
Moana red is so funny, rather than going the route of many licensed games like marvel snap where these plot references are more indirect (e.g if moana could banish a target 6 drop, which both te ka cards are) where the player will notice the reference when it comes up and go "oh thats cool the card is functional normally but is designed to suit its source material" but instead it reads like a gimmick card a hearthstone solo mode boss uses.
Lenticular Design out the window unfortunately
They could've at least increased her stats enough to where she was decent no matter what too. At least that'd make her design feel better
I got lucky and my local game store did a pre-release event and limited the amount of Boosters they sold to one per day.
The starter decks though didn't have that limit, so they all sold out.
I played a couple games of it as well. It is has a pretty fun base, but yeah it still needs something more.
There is a "Mana Ramp" or "Ink Ramp" character. Belle "Strange but Special" has an ability that allows you to play 2 ink instead of 1. It's another issue where there is no real counter-play. So far there is no way to effect your opponents Ink, so once a player with Belle runs away with more Ink there isn't much you can do about that.
If they want a easy/lazy way to raise hype for this game again in the future though all they'd have to do is release a Kingdom Hearts themed set. Disney owns the rights to all the non Final Fantasy KH characters, so it is something they could easily do.
Lack of interaction is a typical problem with Ravensburger.
It's the first set, they'll probably figure out the counterplay thing eventually. Maybe.
The fact they're giving characters abilities that don't exert them, and that ready (not exerted) characters can't be challenged, makes for very little counterplay. The only way to deal with them is removal, which is expensive.
@@LibertyMonk I am not the most optimistic since with the next (3rd) set they are making it easier to gain lore. Unless there is something they haven't revealed yet it feels like the power creep is getting crazy too fast.
this is the case of disney relying on brand recognition to keep the game alive.
A pretty simple change that could be made to lore is that it isn't gained until the start of your next turn, and only if the questing character survives by then.
Or, you gain the lore when your questing character ready.
@@alfredosaint-jean9660I wouldn't be surprised, given the flavor of questing, that this is how it worked at some point in development, but the lack of immediate gratification and potential memory issues led to playtesters or producers pushing for it to be changed
@@makingnoises2327 That sucks because while it would always mean the opponent can see they 100 million infinity % cant win they always get to surrender never get the surprise final blow moment truly, whenever you make a poke for game there'd be this tention "do they have the out, how do they navigate this" etc
or if challenging worked like blocking in the way that whenever someone tries to quest a non taped character can be used to challenge them I honestly thought thats how it worked until i started watchin the gameplay videos
That would make it fun and would fix a lot of problems with questing.
Somehow I knew Disney would grind off all the edges from their game until it was nothing but dust.
"There's no way to stop them from collecting lore" - When they quest, they -tap- get exerted, and then they can be challenged by your characters and banished. There's also removal. Damage remains indefinitely, so challenging and dealing damage are stronger forms of removal than in most games.
"There's no way to ramp to my knowledge" - The primers available online explicitly call out sapphire as the color that ramps. Putting more ink in your inkwell than one per turn is 100% a mechanic.
I'm not in love with this game either, I agree about the scalpers, speculators, and the generally phoned-in and cash-grabby vibe, but they hired good designers, and those designers put some thought into making a functional TCG. It's simple, but it's not braindead.
I think I misspoke and meant "React". Like I also said "First character to 20 wins." The perils of doing it in one take.
Also, I see you ignored the point I made in that reprisal is not the same as Counterplay. There is no response to "I exert to gain Lore".
@@KohdokDidn't you cover that in the Villainous video? (And how the flip can you brick in a duel masters-like game?)
@@Yinyanyeow By drawing nothing but non-inkable cards.
@@Kohdok I can see the non ink cards getting lower prices in a way. (Makes the Aladdin in another game look good.)
@@Kohdok Just like lands in MTG, playing too many un-inkable cards will increase your chances of bricking. Inkable cards are valuable for that reason, and players will naturally build decks around that. In my experience with the game, fully bricking is rare (impossible in some decks); more often you are forced to ink cards you don't want to, or to not ink for a turn. I agree that it can be a bit of a beginner trap, but no worse than lands/energy in MTG/Pokemon.
I'm interested in the game play, but I don't want to play a generic deck with a bunch of characters from different works loosely tied by vague themes. I'm going to wait a bit, and see if eventually I can make a deck themed around the Ducks.
Honestly a ducktales archetype based on taxing the opponents lore when they quest would be cool
Yeah, I thought they would the deck would at least have a theme going on. They don't need to put archetypes just yet but at least make the cards connected somehow.
The Ducktales cards are coming next set!
The new theme deck has a blue half based around Ducktales, Huey, Dewie and Louie have synergy and they are based on getting out items for free
You hit the nail square on the head. This game just seems to be driven by Disney's typical brand of corporate greed by appealing less to the general TCG playing crowd, and more to both the die-hard Disney fanatics, and the people who treat Trading cards as a buisness investment. This is definitely going to fall victim to the 2 year curse.
The dream is Disney hosting a tourney and only investors and tech bros who don’t know how to play the game show up to take the promo stuff.
I think a lot of your criticism is unfair, but you've convinced me the hype is higher than Lorecana deserves.
Saying Lore collection being inevitable is bad isn't really fair IMO, because burn exists in games without (playable) lifegain nor counterspells. Questing *feels* like its an attack to TCG players, but it isn't one, players are just collecing lore over time. There's no defending player we have to attack.
On the one hand, they're removing a lot of interaction by not having a "defending player", but if they add a few cards that can remove an opponent's lore or move the goalposts to a higher lore count, counterplay would exist.
About Inkable vs not, calling it "duelmasters but worse" isn't *entirely* accurate, the MTG land system adds design and risk space to deck building, where you can go for dual lands vulnerable to wasteland, utility lands that can do something, or basics which get their job done but aren't powerful. Inkablility gives a shadow of this design space, so the cards they know are pushed can be non-inkable, and draft chaff can have the upside of being a "piece of cardboard" or "blue card" to fuel Force of Will or Psychatog. Still a MTG-alike though.
And finally, you can hate the art/design of a character's card(s), but its just one card of that character. There will (possibly, if the game continues) be more cards of that character, and some of them will be more your cup of tea, while others won't hit the spot.
i hope they flood the market with reprints and nuke the scalpers' pocket
Yknow, in Yugioh there was an archetype called Ally of Justice whose whole goal was messing specifically with Light monsters, 1/6th of the games card pool (probably more to be honest), and they were considered AWFUL.
That red Moana is somehow a worse Ally of Justice card
The problem with Ally of Justice wasn't that they specifically deal with Light monsters, but that they are awful at doing it besides a few select cards(eg Catastor and Quarantine)
Hate cards in Yugioh can be really good though.
Hate cards aren't an intrinsic problem, even targeted at a specific card. Two cards were printed as highly specific hate cards against Rishadan Port, and there are cases where a powerful card is printed in the same set as it's hate that work out alright.
The only people I've seen play the game are already established TCG players who are mostly just people coming from MTG. If they really wanted to bring in a new market like they said they did they failed tremendously.
what about the disney adults?
I don't trust Ravensburger with that claim, this look like being made by design.
They want to milk it as quick as posible because they don't know how long it will last.
@@davidv2002 it seems like they are more interested in grabbing a few cards of their favorite characters for collecting (thus driving up prices) and aren't playing the game much. but that's based on the online exposure, I don't know any disney adults personally.
I've seen the opposite at my local, we have a bunch of Disney adults and children playing together during their league play, it's nice because the league last 4 weeks and the stores put everyone that played on a poster and they get points for playing.
@@davidv2002 Some are collecting, but the fact packs are hard to find in the wild and people only want cards of their favorite character is making it hard to gain traction. Most people outside of the TCG space do not know this game exists.
There are several cards that force the opponents character to challenge or block them from questing
Yeah when I heard him riffing on it I got a bit confused.
Especially if you look at early sets of Pokémon which is in the same kind of demographic, I do not remember them having things like prize card denial...
I'd buy the prints of the art on these cards, honestly.
Kohdok, I agree with a LOT of your points in this video (Disney is doing this in a way that combines the worst of Disney adults and TCG scalpers, Disney thinks this is just an easy way to make money and that they're too big to fail, they're more concerned with putting out fancy shiny Once in a Lifetime promo display pieces rather than playable cards, the game having little interaction on your opponent's turn, like Pokemon, hinders interactivity and counterplay; I think all of these are solid points with a lot of foundation that I agree with whole heartedly). But it's one set and I think you should just read all of the cards before you make a judgment. I know you didn't read all the cards because you didn't know what Te Ka was and you had to guess at what Moana did, and if you had read all of the cards you'd know there's ways to stop opponents from questing, ways to exert opposing characters for no value, ways to give them Reckless (must challenge, cannot quest), and honestly the thing that you just dismissed as useless, just challenging all of their high lore characters and killin--sorry, _banishing_ them. When you develop a threatening board, it becomes very challenging for an aggro lore-focused player to develop their advantage again; you play a character, you get 1-3 lore out of it, it dies again, and now you're scrambling for another character. While you're on the back foot, the control opponent, who has all these characters out to challenge you, are now questing themselves, because you have to play out a character and paint a target on their back! I've watched people play and I've seen it happen; while an early lore rush can run away with the game, if control stabilizes and clears the board, aggro will once again struggle to get back in, unless they're so close to winning that literally any quest will win it, at which point its like being a blue player, stablizing at 3, and then getting a Bolt to the face.
I think that you worry that Lorcana succeeding is a bad sign for TCGs as a whole because Disney getting involved in the way they want to will hurt TCGs as a community long term, and I agree! I think letting Disney in our house is inviting a vampire in. But you really seem like you're scrambling for points to make and just relying on your knowledge of other TCGs to speak from a place of expertise and it really makes you say some easily dismissed things that hurt your point.
While I largely agree with the points on the game's cost, I think the video is being far too harsh on the gameplay. Having played Lorcana online, and having played most of the major TCGs on the English market, I wanted to put forward my thoughts.
With the increasing complexity of MTG, Lorcana offers a lot of the same gameplay elements, but simplifies and refines major mechanics.
- Lorcana removes out-of-turn interaction (and MTG/YUGIOH's stack/chain), removing that play style However, in exchange, the rules are simpler and turns are faster, since you no longer need to worry about priority or counterspells. This does NOT remove all counterplay, as was stated in the video, just counterplay during your opponent's turn (i.e. counterspells and fast removal).
- Lorcana also removes MTG's combat step, simplifying attacks and blocks and helping alleviate the board stalls that happen in MTG. I really like the ability to only attack tapped creatures (also recently appearing in the Digimon TCG); it gives both the attacker and defender interesting choices to make around combat, without the need for an entire phase dedicated to it.
- While It is certainly possible that you build your deck with too many un-inkable cards and brick, most decks are built to avoid that and it rarely came up in gameplay (especially since you can selectively mulligan your starting hand). More likely, un-inkable cards limit your early-game options, forcing the you to ink cards that you don't want to. I personally found that a card's inkability added some interesting deckbuilding choices, giving reasons to not play full playsets of a card, similar to the Legend rule in MTG.
- While is is true that you cant stop a card from questing (generating lore) at least once without some form of removal, the lore value of a card isn't everything. Decks will eventually run out of steam if they keep trading down in card advantage. Options are limited in the first set, but there is cheap removal that can be effectively used against small threats; midrange decks do exist. I personally found that the more consistent lore generation helps keep up the tempo of the game, pushing players to consistently generate lore throughout the game, instead of trying to deal most of the damage in one turn, as can often happen in MTG or YUGIOH.
- I agree that some of the cards aren't as exciting as you might expect, but I appreciated that the complexity of individual cards was relatively low, comparable to Pokemon cards. There are certainly some cards that have underwhelming effects compared to the perceived strength of their character, but I did appreciate how a character could have multiple cards that portray them at different stages in their journey (or even alternate possibilities from their canon storyline). I also liked the Shift mechanic, allowing a character to grow into a stronger version of themselves, with some Pokemon evolution vibes.
- Singing isn't particularly OP. There aren't many good songs in this set and singing with a character taps them, making them vulnerable and giving up their tempo. Outside of specialized decks, singing a song means that you can't play it on curve, which is also a big downside.
While my comments here were largely positive in response to the harsh criticisms in the video, I do not think it's a perfect game. Market issues aside, the game suffers heavily from it's small card pool, and the gameplay experience is very similar to MTG (for better or worse). I would worry about the longevity of the game, not because it's badly designed but, because it feels too similar to MTG and attracts the same player base.
Overall, I wont buy any physical product for Lorcana unless the prices drop to Pokemon levels, but I think the mechanics and gameplay are solid and would especially recommend the game to any MTG player who dislikes the high complexity of current MTG cards. I'm disappointed that the video levels so many criticisms about the gameplay without even playing it (or at least playing very little) ; I expected better from Kohdok. While I still prefer Pokemon TCG or Netrunner, Lorcana's simple and clean gameplay experience was still enjoyable with my MTG-focused friends. I hope that the game continues to grow and expand.
A lot of his criticisms feel off-the-cuff and emotional here. The game is a simplified MTG/Duel Masters clone, and only really differentiating itself with IP, but it's not *bad* for a first-year TCG, just unremarkable.
I'm really not sure if it'll survive into a third year, the game has problems, but all the big three do too, let alone all the others that are still kicking. It's simple right now, but that never lasts beyond a few sets. A shakeup is *required* to keep the game alive beyond a handful of sets.
@@LibertyMonk I'm not sure how you read "a lot" of these criticisms as "emotional" or "off-the-cuff" when most of these responses are stating basic facts about the game that give counters to what was said in the video?
@@Comeonnowskip He meant that Kohdok's criticisms seemed emotional and off-the-cuff, not the commenter he was replying to
@@sterlingmason3971 I see, thanks for clarifying.
I appreciate that location will be a factor here, but paying double for a starter deck feels insane, every game store within like, an hour radius of me had loads in stock, and got re-stocks.
Booster boxes and the gift packs went fairly quickly, though
Counterplay, its called removal.
between the 2 shops i go to they had to cap it 32ppl for league to get prizes but more than that show up. A mix of serious nerds, casuals and families
Look the sarcasm my voice can you believe Topps was going to sue Disney for having this game play design as a copyright infringement!
Upper deck actually. Y'know? The company that made counterfeit Yu-Gi-Oh cards? Lol
It’s always nice to see Kodok giving a shoutout to these small gaming companies.
I think you’re being a bit harsh and premature in your negative review. You’re correct that there is no responsive counter play, but because characters can’t quest the turn they enter you do have options to prevent Aggro from running away with it. 5 of the 6 colors have direct answers to the so-called problem: direct damage, targeted removal, board wipe, bounce, goading, and freezing are all available in one form or another. You bought the least interactive starter and had a dud pack with the infamously bad Red Moana (a common by the way) and one of the worst rares in the set and you’ve written the entire game off without even playing it.
Interesting that you've noticed the interest isn't there. Lorecana night is the same as my RPG night, and there's been a good number of kids and teens playing with the sweaty TCGers. Maybe that's just a local phenomenon tho.
I guess we'll see if interest fades when the issues you've pointed out become more prominent.
Check the popularity in like three months when the hype dies down. BSS has seen a drop in popularity since April.
I don't expect this game to last super long and I'm not even much of a Disney person, but I'm a little excited about Lorcana because it's a new game that local game stores near me are actually running play events for. I refuse to get into the big three because I'm not going to play catch up with decades of meta, but finding an active play scene of anything else is nigh-impossible. I hate the investment subculture of TCGs and it's gross that Ravensburger/Disney are encouraging it, but from what I've seen, both locally and online, the actual game stores are doing a great job of selling at MSRP, limiting purchases per customer, and prioritizing players over scalpers.
Me and some friends at locals where playing Lorcana and we enjoyed the game, but as you mentioned, in game play standards, you can brick in a hand with no cards for the inkwell, and yes they do have a mulligan like the game you don’t like(CFV), where you pick what cards go to the bottom draw that same number of them, then shuffle, it is not a 100% reliable mechanic like in DM.
Another point you made was about the lore, and if someone gets the ball rolling it’s near impossible to stop, one solution my friends and I have experimented with was “lore theft” that only vanillas (cards with no effects) can do, and that’s taking lore from your opponents equal to your cards lore value divided in half and rounded up, and that really flipped a lot of “I’ve established the board I now win” games, into an almost tug of war style of play, and I would love the them to make that a thing. Or at least some form of healthy interactions that’s not to the level of Yugioh or MTG where anyone and everything can shut down your turn because they have hand traps or effect negation.
I love Disney, so I was kinda hooked from the start (yeah I’m that kind of fan, Sue me) and the art and design is interesting, but needs much more improvement and easier accessibility for everyone.
My personal biggest complaint has been card quality, comparing the card stock of Lorcana to stuff of CFV, MTG, YGO, and even pokemon, the cards seem flimsy and easy to bend, I bend a high rarity jumba card simply putting it in a sleeve!
I also did learn from a friend that with the starter deck boxes can be reused as a temp deck box but you need to carefully rip it at the thing at the top from the back (the thing that hangs it on a hook in stores, rip it forward to open, then it folds back into the box with ease)
I wish there was a place for me to actually play :( The gampelay seems super fun.
Pixelborn is an unofficial free online client that works pretty well if you just want to try the gameplay out. Obviously doesn't work for people wanting to play with family / friends, but if you want to play irl proxies are always an option too, and there are websites with good card images to use to make those.
I understand Kohdok's apprehension to this game since it has attracted the type of guys that ruined TCGs in 2020, but he's wrong about a lot of the mechanics. For one, there is interaction with Lore. There are two Aladdin cards, a Rapunzel card, two action cards, and an Ursula card that all make your opponent lose lore. There's also a Mother Gothel card that flat out prevents your opponent from gaining lore, and the Reckless mechanic that prevents characters from gathering Lore. There are also a couple of characters that do ramp, like Belle and Tamatoa, who all can gather more Lore based on the resources in play. You can also use Item cards on your opponent's turn, so certain decks can interact on your opponent's turn. You can also remove characters after they quested by attacking them on your turn.
I do agree the rarities are very bad because the only way to differentiate them is from the stamps on the bottom rather than their foiling.
There is no interaction with lore in the rules, just in card's abilities.
I see you using a princess Luna playmat for the princess card game
People will have to actually play the game to find out it's not fun. If everyone just collects it or hoards it to sell later, well...
There is 1 card that prevents your opponent from questing. The emerald mother card
The reckless mechanic also does that, but is an ability, not an inherit part of the rules.
Three. In addition to Mother Gothel, John Silver and Iago give characters reckless.
There's also... removal. Can't quest if you're dead.
@@ccggeniushe don’t know about “be prepared”
@@Rayquaza894you mean the card that reads to me, (destroy all creatures, let your opponent build a board on top of you because you paid 7 for this.)
Build with what cards?
18:51 Anybody else keep laughing at Kohdok when he keeps saying stuff like "That's very not Jafar" on a DREAMBORN. Dreamborns aren't supposed to on the nose.
I cringed so hard at that moana from the pack like what the scallop
Always appreciate your honest assessments of games. Glad to hear your raw thoughts about it from a design perspective. I got some decks for my young family members for Christmas, we'll see if they enjoy it!
I dont think lorcana is going to do well because of that villian game being a 1 buy item. Like why pay $15 for 1 deck that'll require cards from other sources other than just that deck, when you can pay $30 for 3 fully complete decks with plastic game pieces included.
games looks good but yeah prices and scalpers will kill this game
EDIT: btw when is the premium 500$ coming out?
The aiming at collector investor bro element / lack of supply is horrendously obnoxious for sure, and the game play def has some room for improvement, but this review feels under baked / under researched. Too many blatantly incorrect statements.
If there are tron decks in the future then i might give this game a chance but honestly i don't see it makin it that far.
I've played Pixelborn, which is a fanmade online version of Lorcana. I'm actually shocked that they haven't been forced to take it down. That means I can focus solely on the gameplay, albeit I haven't played too much, and I have to actually disagree with some of your points.
There's no counterplay to getting lore because it's really slow. Aside from being vulnerable to being attacked for a value trade once you go and get lore, due to the Dual-Masters effect of losing cards in hand and also because there's low card draw, getting lore is pretty slow. This is also probably the only time in this game where a name change is appropriate, because aside from being more child-friendly, it also throws away the idea that you might be able to stop your opponent. (While on this note, banish being the normal destroy is an awful idea)
Furthermore, cards with high lore usually have low stats which means that your singular card can probably trade into 2 of your opponent's, which in other words means you're getting half a card on the field in exchange for your opponent getting lore. Which means that after a while you have more total lore on board than your opponent so you can feasibly race them down. Personally I like to use cards that prevent enemies from questing so they can't finish the game when they only need 1 more lore.
You also have Rush and ways to allow your cards to attack again, but virtuaally nothing to help them quest again or instantly. This means that board control is still important and aggro isn't overpowered. While yes, once ahead you can't stop them from getting ahead, getting ahead means ceding cards in hand and board presence which can easily come back to bite you since both are important though they might not seem to be.
(This is also why Songs aren't OP, imo)
Interestingly, this means that the mentality of "Only the last life point" matters doesn't exist in Lorcana, since you need specific cards to stop your opponent from getting their last lore.
Also, Bodyguard is indeed really helpful especially to protect your low-cost-high-lore-low-stat cards. I find it's actually pretty good in aggro decks, against other aggro decks if you're slightly faster, lol.
In summary, it has no counterplay to the extent that Hearthstone has no counterplay. It does technically have less with stuff like Taunt and healing being nonexistent, but makes up for it with players having less resources which means that value is more important. However, due to the card pool rn being kinda small, we do have to see the future cards. I do think it's very easy for only a few cards to break aggro, and they do need to start making more interesting cards. But for a newly released game, it is definitely alright.
Also I think that the "only some cards can be used as resource" has merit. Make modal cards with great versatility unable to be used as a resource, maybe. But I don't like how Lorcana did it; I can't really tell why a certain card can be used as a resource.
The rest I agree with tho. Especially Moana
Looking at it now, uninkable cards are generally powerful for their cost, and are discouraged from being put into the deck by A) Making them bricks if you have more than 8-12 of them, and B) making expensive uninkables major investiments for the deck
That Moana is literally just rules as flavor text. Also, I'd give it a few sets before calling it DOA. Hearthstone didn't start with any interactivity either.
She's a "Lore!" card done in one of the most simple ways possible.
That should not be a card in set 1 imo @@ShadowEclipex
I think you're misunderstanding what interactivity does. In HS you can prepare yourself for your oponent's next move, having cards with taunt and divine shield can both protect your face from incoming attacks and your creatures to attack your next turn respectively. In lorcana, if you quest, you gain lore, and THEN your opponent can challenge. Why would I spend ink playing those heavy vanillas with 1 lore when my opponent is gaining an advantage and has ink ready for removal?
@@Cassapphic I never said it belonged.
@@juanpablolamas5335 I'm a Lantern Control player, I assure you, I know what interactivity is, Lord knows I'll interact with every damn card in your deck before the game is over. (Yes... I'm being facetious. I'm aware that the archetype is entirely predicated on ensuring that at no point is the opponent CAPABLE of interacting)
Taunt is functionally identical to bodyguard, and using cards like Lefou and Shield of Virtue can both be used to protect characters, AS WELL AS double down on responding to opposing cards.
As for it not being worth it to play big dumb beat-stick characters, when has that EVER been a good choice in ANY card game with a resource system?
Irregardless, it IS possible to proactively prevent your opponent from questing. Mother Gothel, John Silver, and Iago ALL demand challenges take precedence over questing, and Jasper also no-sells that action.
Like I said though, give it time. Currently the card pool is still shallow enough that a freaking Divination variant is a good card. I choose to believe things will even out somewhat as more answers are printed, as currently the quantity is lacking.
7:08 Kohdok, I realize you probably haven't looked at the Japanese Duel Masters cards, but it's had cards that provide 0 mana for over a decade.
That's rare, and it's usually on cards that provide multiple types of mana so even though it technically provides no mana it can allow you to play more cards from other civs.
Yes. Like a couple over decades and even then they're 5 color cards that can fix for any color cause the game doesn't color lock you.
sad. I had hope it would be a good game. well, I'll just pickup up after it crashes and burns.
You should try it out and form your own opinion. It's not amazing but it's simple and fun casually
this game is DoA. Its not sustainable.
The game isn't releasing in my country yet, but there are people who want to play so those who can get it from the USA are selling starter decks for around $65+ so if we want to try the game it'll be proxy only for most of us. I wasn't particularly enthused about the gameplay when I first saw it and gameplay videos aren't completely changing my mind but I still want to give it a shot
One thing I don't like about the game is how you can't make a functional deck with characters in one franchise. Would love to try a Stitch swarm deck and maybe one day (if the game lasts long enough) we'll have enough of Stitch's cousins to make a full Lilo and Stitch swarm deck but for now we'll have to make do with Lilo being protected by bodyguard simba. In relation to that and I think you mentioned it in the video, the card effects aren't thematic. I hope they do a better job once they delve deeper into archetypes
I wonder how much of that counter play was slapped away by Disney...
need to Say its the First Set but i think you have also alot of Opportunitiy to Counter your Opponent, in form of Hardremoval, Exhausting, Challenging, Steal some Lore, i love Kohdok but the ranting in this Video feels to much for that game.....Ravensburger also in Reprinting the First Set, i heared One Piece had the Same Problem at the Start and Ravensburger doesnt have Experience about TCGs
18:37 a dreamborn card. Dreamborn cards have altered designs when compared to storyborn cards, which are the designs that are faithfull to canon. Before criticizing something, at least do some research. I normaly fully agree with your takes on most games and topics, but you so far have failed hard when it comes to Lorcana critique specificaly
Nah he’s right
My locals sell 1 pack per person per day at msrp and locals have fired every week with a mix of families and normal tcg geeks.
I absolutely agree with you. This game has no counterplay and it makes it kind of boring in that regard.
One way I have figured out to add a little bit more fun to this, and add counterplay, is to require your characters to have to return from collecting lore. So they would go out and Quest and then on your next turn they would return and then you collect the floor. This gives the opponent the decision to either let you collect the Lord or toast you while your characters out questing.
Actually, I pick up a couple decks and played a few games. It is fun and has some depth. I still don't see it lasting long, but it's fun.
I think its funny how he thinks questing agro is the way to win when control are the best decks atm 😂
You literally run Aggro or Counter Aggro. There is no middle ground. Try running anything else, and Aggro runs you down.
@@KohdokI get the gripes about the game and don't think it's amazing or anything but there are aggro, midrange, and control decks that are legit, and some combo decks that need more pieces but look like fun tier 2/3 options for the Johnnys. That's just not one of the legitimate complaints.
@@Kohdokum no? Have you seen the meta?
Having no natural way to fight questing without an effect feels frustrating. Something as simple as the Evasive ability is kind of over powered when playing with just starter decks because there are so few options in the deck to even fight back. Removal is essential and it gets old fast. I don't want this game to fail, but they aren't putting enough in. The art shows love but the game design itself feels rushed like nobody cared.
I believe a retailer being given the opportunity to sell customers on the collectable aspect. In addition to selling a complete pay once product. That is less attractive to players buying multiple copies of the game. While, being desirable for those that want to collect everything.
Damn, it really does capture the same magic... of poorly balanced tie-in games to cash off of popular IPs from the early 2000s.
The memories of the Austin powers card game
I understand your skepticism for the game (I was at D23 and missed out on getting the product two days straight before giving up) but I think you’re not giving it a fair shot. There’s been a lot of communities built up and Ravensburg is pretty adamant about fighting off scalpers by increasing print runs
That moana stinks of lazy design, just tells me they didn't put any thought into the game design. That kind of super narrow hate is a first time fan card mistake.
My locals stores invested in this and I’ve seen a few assholes who just buy out all they could from this and my god do I hope this backfires in their face
This entire game kinda just seems like a dumpster fire ( yes, I am salty that my local stores picked this up over other new TCG’s )
Based on your profile picture, I guess you'd rather be playing Shadowverse Evolve instead eh? The more interesting "streamlined MtG" but is getting overshadowed at the moment because lol Disney.
@@iyashi-K Not only that. Also wouldn’t mind trying things like battle spirits saga since I’m frankly fed up with YGO at this point
@@zyro7756 I see, yeah it can be hard to find support for the non-Big 3 games locally. I'm personally lucky that I have a local scene for SVE, but this has also just been a stacked 2 years with tons of new games.
Mirror verse would have been way cooler to make a game from. It wouldn’t improve the gameplay itself but the designs are so interesting
As someone whos actually played the game, you have no idea what youre talking about
I've been playing a bit of the game online (there is no way in hell I'm paying that ridicilous price, specially not living in a third world country), and I kind of disagree here on the gameplay here? The game is okay, it feels like a 6 or 7 out of 10, maybe after the next expansion comes out and the card pool gets deeper the game will get better. With the insane amount of vanilla and boring cards you have to play, it's just not super intresting. That said, a coupIe of things:
-I think you are overvalueing questing, challenging is a huge part of the game and at times you should actively not quest merely because you know that would enable bad trades for you. There are some turbo aggresive decks that quest a ton, but most decks fall in between.
-2-cost Facilier is actually a decent card that can give you board control. It's nice in slower decks.
-Steel has ways to damage characters directly, red and blue have ways of killing characters directly, and green can bounce, so you do have a window to deal with characters the turn they are played.
-There is ramp in the game, in blue. I'd say it's probably the unique aspect of that color (and items i guess?), one jump ahead, granny from moana, mickey detective and mvp belle.
I don't know, I kind of like the lore mechanic, it pushes the game forward. Yes, you can get run over by lilo into simba, but most of the time, if you are able to take control of the board you have a pretty good chance of winning. I think it's good to force decks to have ways to actually win the game.
As for facilier not doing something cooler, this is the first expansion so I'd hope they'll get to some of that later on. I understand they want to keep complexity low for the first expansion (though the number of vainillas is a bit too much for my liking). You can also tell they wanted a singable card draw spells, and Friends from the Other side is a fantastic (and fun) card, so I forgive them for that. As I said though, I hope they add more intresting cards later on because (as you can probably tell) I feel I explored in a relatively small amount of time a lot of what the game has to offer and it's a bit lacking in substance. There is a foundation.
As for the everything as resource/ink thing... I do agree with you there, and i think it will be very punishing to newer players that want to play their cool exciting cards and have a deck filled with uninkables (and that is the worst mistake you can do, the game is unplayable).
Great video.
6:00 think you're a little off base here. Lorcana is actually super interactive. No, you don't block characters who are questing for lore, but the turn afterwards you can challenge them to remove them. In that way, each of your characters is like a modal removal spell/threat of its own. Not to mention there are literal removal spells in some of the colors, including a powerful board wipe in Be Prepared (unfortunate that it's $50 right now though, since it's arguably the most important card for Ruby Control strategies.)
Also there is a Ramp mechanic in Sapphire, it's one of the top tier decks right now. Mickey the Investigator, One Jump Ahead, Fishbone Quill, and Belle all ramp you and Belle is even a Ramp payoff too
Let's be honest, it looks amazing. It will probably sell extremely well because of that alone. Wish there was a cool combat system but yeah not fun to play. I got the entire first set for $40 on ebay-brand new. I was hoping it would be more like Kingdom Hearts..
I think another issue Lorcana is speeding towards is just running out of Disney characters. Pokemon is constantly making new mons to promote (and giving staples mons time to cool off) I think they're going to hit a wall and cards of the Great Mouse Detective or Black Cauldron aren't going to pull the same attention as Herc, Mulan or Elsa.
Maybe? Pokemon TCG constantly makes new cards of old 'mons. Lorcana is already making multiple versions of the same character (which are treated as different cards for deckbuilding), and has already shown that it is willing to use non-canon versions of characters (i.e. a villain from a timeline where they won). Maybe a lack of characters will become an issue later, but Disney has enough that it probably wont become an issue any time soon.
@@thebigcheese1905Exactly, there's plenty of versions of Mickey Mouse, Donald, etc. etc. Obviously it will become a problem eventually since you have limited deign space and number of variations you can do before it all feels rehashed. There's also characters and franchises they didn't show off yet which could be used for further sets. Personally I don't see the game getting to that point but it's fun to imagine "what if".
Lol no
question! how long will lorcana last?
reply down below!
Hard to say. I'm not expecting long, but they could keep it going for a little while. Really if the issues brought up in the video get fixed or aren't actually relevant it might last a year or two. I would speculate more, but I don't honestly know enough about the game and the way it plays to say anything with certainty
If they never rotate, 3-5 years
If they do rotate, 1 year after rotation
Gonna be trying it when my FLGS gets it. Probably gonna just get it for my sister in the end, since she's still young. Also everyone seems to like it at my FLGS. People really like duel masters.
Yeash, that just looks bad. I think it's funny that you have Princess Luna staring at ya in this video 'cause, like, that game did a much better job of representing what FiM was all about than this game does Disney imo, had a lot more counter play then it sounds like this game does, was actually fairly unique... Only thing this game has going for it right now is arguably art and that in theory, Disney has more than enough money to throw at it to try and make successful.
The MLP CCG was by no means perfect. It certainly had it's flaws, but yeah. This game just seems super generic and kinda cash grabby
I haven't played lorcana, I don't play any card games (not because I don't want to but because I have no local game shop to play at), so I don't really know a lot about card games. I do know this much and that's that you have to play the game know how it works. Read the rules and read the cards as much as you like, but to get any kind of sense on how some feels, how it plays, if its good, to gain any kind of informed opinion you have to experience something first hand. I know you know more about card games than me, I know you have a lot of experience with a lot of other games, but as far as I can tell from this video where you literally had to look up the rules, you don't have experience with THIS game. You might be right, or maybe your being to hard I don't know because you can't know.
9 mo later it is going very well
2:20 soo it going to be like metazoo ok then
I don’t think he has played the game from the sound of it
He did played it
@@zeanone9257he didn’t know basic rules from what he said in the video
Did you watch the video
@@zeanone9257i just finished it, yeah. He was looking at when you can play action cards
@@zeanone9257 Where does he say that he played the game? He wasn't even sure if actions could be played at instant speed. If he did play it, It definitely wasn't enough to fully understand the rules or gameplay, or be as critical as he was about the gameplay. (The pricing complaints were completely valid.)
This video aint it chief
"Ughhhhh questing is the only viable option"
Find me a played game of lorcana where that has worked please 😂
The game is super fun to play with no real shortages in the UK but a very fast established playerbase with sold out league entries, locals etc.
Ur usually very fair with games, this just feels like a rage boner because YOU had to pay abover rrp. Packs here are a fiver and decks are 18, thats the same as ptcg but i get a pack in my structure deck. I wanted captain hook sleeves but cant find them anywhere.
Please do more research next time as opposed to just spouting accusations about a game you havent even played to try and understand, usually love ur content but again, this aint it 🙃
The thing that caught my attention as i watched two friends play this is when both players ran out of cards their turns were just draw a card and play it. Since there are no instants you don't wait. Since there were no lands there was no sandbagging or lulls. There's basically no abilities to pay for so you never play one as a resource. Just draw and play. How boring.
How much did you pay 😮
Booster cost more than 10 dollars
He said he paid like 30 bucks in the beginning of the video
So it's being treated like the pokemon tcg.
This game is so bad and boring
Actually, you gain lore by sending your characters on quests. That's the most common way to do it, although there are some card abilities that let you gain lore.
Right now, I really do believe that Lorcana has staying power.
My local game store made a good profit on just Lorcana alone the one day they were selling it, so there is still hope for this game.
I don't think we should worry about scalpers ruining this game just yet because of how the secondary market works. Sure, they can sit on a sealed box of Lorcana like a penguin sitting on an egg, but as soon as them prices start crashing, they're going to want to yeet that box a.s.a.p. After all, the LOTR MTG set already taught us that. 1/1 Ring found? Prices on Collector boosters be like = 💣💥
I'm don't know how Ravensburger intends to do the next set, (a.k.a. "The Second Chapter") but if it has reprints of staple cards, it'll ensure that this game stays affordable.
TL;DR = There's probably nothing to worry about.
There is no reprint set until quarter 1 which means between January and March 31st which means scalpers are the only people with product for the rest of the year
@@symphonicdevastation2461 i heared the reprint come with the second set in november so i would just sit it out
The game is made for investors.
It should be obvious.
I love Disney, but this is going to fail. They might as well have square enix handle it for them, by using kingdom hearts, and putting it into Final Fantasy TCG.
Well tickets to regional sold out in about 5 seconds... they had to quadruple the cap... but go off.
@@gingermlg Way too soon to call that a victory. The history of tcg/ccg is filled with failed projects that start off great, but ultimately fail in the long run.
@@MechaFoxs it's also way too early to call it a failure...
@@gingermlg I said "it is going to fail" which implies a failure in the future.
@@MechaFoxs yeah, and I'm saying it's too early to say that it's going to fail.
You believe in this model, yet the model by it's very nature is exactly what creates the issues you're ralling against. And the issues you talk about are issues that have been a problem in Pokemon for years. I'm in a Pokemon group and literally no one, save for a few that I know personally, actually plays the game. They're all scalpers and speculators.
On the gameplay note, I like the Lore system is a cool evolution on the Keyforge Aember system (a game that I love and went away but came back successfully). And the fact that there are no interrupts is a plus IMO. Are you so sure that Lorcana doesn't have more effects that hinder opponent Lore generation? It feels much like Keyforge's first set that included a lot of Aember rush decks, that was tempered with the second set and has balanced out pretty well in years since.
I get it, I understand why the big three are still around, but I feel like it's time there's a bit more variety in the TCG space.
I could see lorcana sticking around for a while purely as merch. The game doesn't matter, like pokemon to some degree. Pokemon is a fun game but your average pokemon card buyer doesn't even know how to play the game. Lorcana has shiny cards with one of the biggest ip on the planet and you can buy them at target, the game is tertiary at best.
Not saying it's a good thing or that I like it. It just kinda is what it is.
this will be dead within a month.
nope, still going.
Disney just wants a piece of the tcg market without putting any effort or soul into it. I hope they crash and burn lorcana into the ground. I'm so tired of Disney greed. I'm not touching this abomination.
This shit is dead on arrival 💀
nah