Originally Posted by MJM
I honestly think this is just a "you problem"; many players, including myself, can handle Revitalize with non-Revitalize or non-Fire decks. You claim innovation doesn't work when in actuality it's been working for months, you just haven't seen it or tried it to its full potential. A big part of this comes from knowing your rulings; I don't mean just knowing the aspects of the game a veteran should know, I'm talking the real, in-depth rules. Against Water, Revitalize literally can't do a thing besides draw the same cards over and over. I'm starting to feel this stems from the I-can't-play-Toads-competitively-this-format complaint that has been present for what seems like every format.
You may be right. I've been playing for over 5 years now, since it came out just about. I might just be getting bored with the game. But I do have a legit complaint about rule changes. I used to be on top of everything, to the point where Meijins in my area would ask me how stuff worked because I had a better understanding. Now it seems that something gets changed every other day and in some cases I'm afraid to run stuff because it might have been changed I don't find out about it in time.
FYI, toads could be very playable. They just need some new stuff to make it fun. And reprint Jiraya Sage Mode. I still have a few.
Originally Posted by Earthbullet
everything has a risk reward what makes the cards playable is when the reward is worth the risk, warhawk gives you hand advantage at the risk of losing 2 un-known cards and putting your opponent 2 brs closer to winning.
Revitalize while you dont have the risk of decking yourself out you do run the risk of early game milling drops and key non revitalize cards stuff like giant eagle lessens the risk but you still have the risk of milling it when you need it, also setting up effects to trigger in a way that helps you is part of any deck ever so I dont really see your comparison to oh it takes no skill.
Look at the old JI verses the new one. The old one required you to lose a ninja in order for the effect to work. This forced you to set up your deck with "bad cards" to get huge benefits of dropping a Jonin on turn 1. This new JI requires nothing and now we have better Jonin options. There is no risk with the new JI because you aren't forced to fill you deck with semi useless ninjas to reap the benefits of the mission. If you have it and a Jonin on turn 1, you play it. There is no risk involved in that.
As for Revitalize, you just stall till turn 5 or 6 and win. Aside from blocking correctly, which I will admit takes some skill, but not a lot, you don't have to worry about losing key cards because the ones you need have Revitalize. And milling cards over is way too easy. If you have Ino CH and TP4 Naruto, that's 12 cards on your turn and another 9 on your opponent's. It's just too easy. The Tree Summoning, which is the root of the problem, pun intended, has auto mastery, which I thought was already established as not good for the game. That jutsu is overpowered.