History GameBreaker / CardBattleGame

16th Feb '18 6:33:41 AM VeryMelon
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* ''VideoGame/YuGiOhReshefOfDestruction'': Any GameBreaker from ''The Sacred Cards'' applies here, but a newly introduced card is The Winged Dragon of Ra's Phoenix Mode, only available by inputting a special code. It can be discarded in the hand, which triggers its graveyard effect and automatically summons its Battle mode version, which can only be destroyed by an opponent's monster, has 4000 attack points and no elemental weakness. (It does, however, have a weakness to the Umi Field and Perfect Machine King.)

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* ''VideoGame/YuGiOhReshefOfDestruction'': Any GameBreaker from Due to similar mechanics, almost every game breaker listed under ''The Sacred Cards'' applies here, but a newly introduced card is also applies. On the other hand, you're probably going to ''need'' them to beat opponents with cards [[NintendoHard far stronger than yours]].
** Monster-destroying effects are even more vital to help you overcome the advantage the opponent has. Nothing except the God Cards have protection against them, so you can easily turn the tables after the opponent has spent resources on their strongest monster.
**
The Winged Dragon of Ra's Phoenix Mode, only available by inputting a special code. It Mode can be discarded in the hand, which triggers its graveyard effect and automatically summons its hand to immediately appear on the field in Battle mode version, Mode, negating the need for three tributes. [[note]]It doesn't necessarily guarantee a win, though, if your opponent can lower its Attack/Defense Points with Effect Cards or Umi.[[/note]]
** Dark Flare Knight can similarly be discarded from the hand to immediately summon Mirage Knight to the field, a 2800/2000 monster that normally needs two tributes. Mirage Knight then splits into a Dark Magician and a Flame Swordsman on the opponent's next turn, giving you two powerful beatsticks. Provided you can afford it in terms of money and deck capacity, there is no reason to not run Dark Flare Knight in most any deck you may end up building.
** Castle of Dark Illusions constantly turns your monsters face-down, acting as a ''continuous'' version of Darkness Approaches. It also constantly turns the field into the Yami field
which can only be destroyed by conveniently gives it a 30% power boost, creating a 3250 DEF wall with no drawback. However, its absurd deck cost makes it unlikely for a player to even run it until postgame, unless they somehow take control of an opponent's monster, copy.
** The Paradox boss rush
has 4000 attack points and no elemental weakness. (It does, however, have a weakness to you winning cards from the Umi Field and Perfect Machine King.)Millennium Guardians you defeat as well as specific cards afterwards, meaning you can keep defeating the first Guardian to get a ton of Kuribohs to wager on duels, or keep beating the third Guardian to amass Giant Soldiers of Stone for large sums of money.
15th Jan '18 6:31:19 AM Malady
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* ''VideoGame/YuGiOhTheDuelistsOfTheRoses'' has a lot of extraorindary cards only available through hacking, passwords, or the Destiny Draw mechanic. Card Reincarnation can get you Darkness Approaches, which is effective for the same reason as it was in ''The Sacred Cards'', and there are two monsters it works wonderfully with: Mystical Elf, which when flipped raises the attack power of all Light monsters (including itself) by 800 points, and Wood Remains, which raises the attack power of all Wood Remains on the field by 500. The kicker here? You can get a Wood Remains by fusing a zombie and plant monster that both have less than 1000 attack points, and you can get a Mystical Elf by fusing either Dancing Elf or Wing Egg Elf with a Fairy-type monster with less than 800 attack points. These materials are easy to farm from the right opponents and significantly raise the number of potential copies of these monsters a deck can bring out.

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* ''VideoGame/YuGiOhTheDuelistsOfTheRoses'' has a lot of extraorindary extraordinary cards only available through hacking, passwords, or the Destiny Draw mechanic. Card Reincarnation can get you Darkness Approaches, which is effective for the same reason as it was in ''The Sacred Cards'', and there are two monsters it works wonderfully with: Mystical Elf, which when flipped raises the attack power of all Light monsters (including itself) by 800 points, and Wood Remains, which raises the attack power of all Wood Remains on the field by 500. The kicker here? You can get a Wood Remains by fusing a zombie and plant monster that both have less than 1000 attack points, and you can get a Mystical Elf by fusing either Dancing Elf or Wing Egg Elf with a Fairy-type monster with less than 800 attack points. These materials are easy to farm from the right opponents and significantly raise the number of potential copies of these monsters a deck can bring out.



** in this game, Pumpking, king of ghosts pumps the attack of all your zombies when in defense mode permanently every turn (even th face down ones). Pumpking is particularly easy to fuse from your hand, using the games generic attack power based fusion system. Plant+zombie=Wood Remains+another zombie=Pumpking. Also not that hard to get in card form. One of the starter decks even has it. This game also has Coccoon of Evolution too. Just like before, fuse it with larvae of moth or petit moth to get pupae of moth, which turns into Perfectly Ultimate Great Moth, which decreases the attack and defense of your opponents creatures every turn permanently when in defense mode (even the face down ones). And pupae of moth enter the graveyard when Perfectly Ultimate Great Moth comes on the field, allowing you to resurrect it with many cards to get ANOTHER moth, and the pupae of moth enters the graveyard again, where it can be brought back AGAIN.... Now we add in Blue Eyed Silver Zombie, with a flip effect that turns all your creatures into zombies, which are then pumped by your many pumpkings. Call of the Haunted does the same thing, but on a spell card. You quickly build a field of 9999/9999 monsters and turn your opponents into 0/0 with large numbers of pumpkings and moths.

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** in this game, Pumpking, king of ghosts pumps the attack of all your zombies when in defense mode permanently every turn (even th face down ones). Pumpking is particularly easy to fuse from your hand, using the games generic attack power based fusion system. Plant+zombie=Wood Remains+another zombie=Pumpking.(Plant+zombie = Wood Remains) + another zombie =Pumpking. Also not that hard to get in card form. One of the starter decks even has it. This game also has Coccoon of Evolution too. Just like before, fuse it with larvae Larvae of moth Moth or petit moth Petit Moth to get pupae Pupae of moth, Moth, which turns into Perfectly Ultimate Great Moth, which decreases the attack and defense of your opponents creatures every turn permanently when in defense mode (even the face down ones). And pupae Pupae of moth Moth enter the graveyard when Perfectly Ultimate Great Moth comes on the field, allowing you to resurrect it with many cards to get ANOTHER moth, and the pupae of moth enters the graveyard again, where it can be brought back AGAIN.... Now we add in Blue Eyed Silver Zombie, with a flip effect that turns all your creatures into zombies, which are then pumped by your many pumpkings. Call of the Haunted does the same thing, but on a spell card. You quickly build a field of 9999/9999 monsters and turn your opponents into 0/0 with large numbers of pumpkings and moths.
15th Jan '18 1:33:51 AM SeptimusHeap
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* ''LostKingdoms'' can be broken by ignoring the maximum deck size and instead making a small deck comprised of nothing but the most powerful attack cards you have and "recover used cards" cards.

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* ''LostKingdoms'' ''VideoGame/LostKingdoms'' can be broken by ignoring the maximum deck size and instead making a small deck comprised of nothing but the most powerful attack cards you have and "recover used cards" cards.
22nd Jun '17 11:40:30 AM EseMesmo
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* ''VideoGame/Mabinogi Duel'' had Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.

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* ''VideoGame/Mabinogi ''Mabinogi Duel'' had Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
22nd Jun '17 11:37:06 AM EseMesmo
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* ''VideoGame/MabinogiDuel'' had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.

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* ''VideoGame/MabinogiDuel'' ''VideoGame/Mabinogi Duel'' had Hunter:Piollet Hunter: Piollet during the City of Gold Cadir pre-release format. At level 1/2/3 he dealt 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.



** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ''hilariously'' hard to get rid of.

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** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ''hilariously'' hard to get rid of.of.
**There is also the ungodly Double Nao deck. It consists in stalling your opponent (usually through Trap in the Castle and/or the aforementioned Hunter: Piollet) to build up 15 Dark while discarding 2 White Nao (ideally a Dark mutant version) and 1 Black Knight, and 2 other creatures of your choosing (usually high Attack creatures like Red Dragon). Finally, once the 15 Dark is gathered, cast Ultimate: Gates of Hell and watch as your opponent is left with a few very, ''very, VERY'' specific options to counter your board. True Holy Spear and Succubus Queen: Lilith are the most effective, but both are pretty rare and expensive. Not even Seclusionist: Ansili, which otherwise ''literally'' destroys non-CGC decks, can stand to this deck since the Naos will revive everything he destroys. Have fun!
21st Jun '17 8:45:17 AM EseMesmo
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* Mabinogi Duel had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 he dealt 11 damage to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
** During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. This little domestic cat essentially doubled the speed of most decks in the game.
** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously hard to get rid of.

to:

* Mabinogi Duel ''VideoGame/MabinogiDuel'' had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 1/2/3 he dealt 11 4/7/11 damage respectively to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature.creature, which turns him into one of the very few reusable cards in the game without need of discarding, if not the ''only one''. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
** During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. Its one downside? Its HP/Defense spread put it just 2 points below the Piollet threshold ''at level 3 only''. This little domestic cat essentially doubled ''doubled'' the speed of most decks in the game.
** And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, ''every turn'', turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously ''hilariously'' hard to get rid of.
21st Jun '17 8:25:31 AM EseMesmo
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* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.

to:

* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.games.
*Mabinogi Duel had Hunter:Piollet during the City of Gold Cadir pre-release format. At level 3 he dealt 11 damage to the creature in front of him upon being Summoned, which was often enough to destroy a basic or weakened enemy creature. This would not be a problem -in fact, it would be relatively underwhelming for an Ultra Rare card- if it weren't for the fact that he literally unsummons himself [[note]] goes back to the hand and returns all resources used to summon it [[/note]] upon successfully destroying a creature. This one card set a threshold of HP that players could absolutely NOT play under in a competitive environment.
**During the same format, there was also the Golden Garden Cat. It gives +1 to your least abundant resource every turn, which is a step beyond most other generators already due to its versatility. However, if your Gold (a resource the Cat itself can produce, by the way) reserve is 4 or higher, its production DOUBLES. This little domestic cat essentially doubled the speed of most decks in the game.
**And of course, Succubus Queen: Lilith. Hypnotizes every enemy creature every turn, turning them into a 0 Attack - 1 HP useless board filler that can only return to its original form by being targeted by a spell, and destroys a hypnotized creature at the end of her controller's turn. This made her a perfect partner for cards like Witch:Xena (another bothersome unit) and Mermaid:Sise. Not only that, she can transform a friendly unit into a clone of herself before she dies, making her ridiculously hard to get rid of.
2nd Jun '17 8:16:50 PM VeryMelon
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Added DiffLines:

** Thousand-Eyes Restrict. It's a normal monster in this game, requiring no tributes, which steals your opponent strongest monster, and increases its level by 2 (equivalent to a 1000 ATK/DEF boost), so you can deal massive amounts of direct damage right away. Broken for obvious reasons. Coupled with Change of Heart, Brain Control, and Relinquish, duels becomes a "I steal your monster, you steal my monsters" game against the tier 4 / 5 opponents.
26th Dec '16 8:36:52 PM Loekman3
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* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.

to:

* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.them, greatly limiting your deck-building and even then would probably also bring counters to them. Adding insult to the injury, their Common rarity meant that it's very easy to overlevel them in ladder games[[note]]That is not to say that they aren't good in tournament gameplay, in fact they're just as good in contrast to the Royal Giant[[/note]] so you'd probably encounter them in like every 2 games.
26th Dec '16 8:32:11 PM Loekman3
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** Immortal Echoes, which resurrects one of your dead creatures at the end of turn, and this repeats once at lower level and indefinitely at level 3. This card easily enables strategies that require creatures to simply drop into play (such as Restless Wanderers), or worse, creatures who become stronger when coming back from the dead (Tarsus Deathweaver and Indomitable Fiend).

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** Immortal Echoes, which resurrects one of your dead creatures at the end of turn, and this repeats once at lower level and indefinitely at level 3. This card easily enables strategies that require creatures to simply drop into play (such as Restless Wanderers), or worse, creatures who become stronger when coming back from the dead (Tarsus Deathweaver and Indomitable Fiend).Fiend).
* The [[LightningBruiser Elite Barbarians]] from ''VideoGame/ClashRoyale''. After receiving a tremendous buff in stats in December 2016, they suddenly turn from the worst card in the game into one of the most overpowered card in all of Clash Royale. Basically, at the cost of 6 Elixir, you spawn a pair of them with a good amount of hit points and great attack but the thing that makes them overpowered is their insane speed. Left unopposed, they could very quickly make short work of your tower in just ''one'' deployment. The problem is that you have to react very quickly or else they do tremendous amount of damage to your tower so if your internet is slow or you have a slow reaction time, you're screwed. It's defensive capabilities are just as great as their incredible speed and attack allow them to quickly make short work of tanks such as Golem, Giant, Royal Giant and Hog Rider before they even reached the tower and their high hit-points makes them quite resistant to spells. In fact the card is so prevalent that it single-handedly made many decks (Such as Golems, Giants, Lava Hound, and siege cards like X-Bow) useless and forced many players to carry multiple anti-Elite Barbarian cards (Skeleton Army, Minion Horde, Tombstone, Barbarian and opposing Elite Barbarian) just to deal with them.
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