๐ TCG Banlist Simulator
[Notice] TCG Banlist Simulator Event Winners & My Boost Lab Experience [3]
Iโm the developer of , Maemiheomul. Thank you so much to everyone who participated in Boost Lab for two weeks, played the game, and left feedback. Future Development Plans We received a great deal of feedback, and while we wonโt be able to incorporate everything, we plan to implement the following changes to provide a better gameplay experience while maintaining the gameโs overall direction. - Revamping the Game Progression Structure To help players gradually digest the gameโs information, we plan to unlock various management phases as they progress through the stages, significantly increasing the intervals between encountering new gameplay elements. - Streamlining and Revising Unnecessary Management Elements While preserving the experience of existing players as much as possible, we plan to streamline certain elements to reduce the amount of information players need to learn. Event Winners Announcement Here is the list of event winners. It was quite difficult to select the winners, as
[BugReport] Additional minor bugs [1]
Issue where all card names except for tutorial cards are displayed in the previous language in the collection when changing the languageThis also occurs in situations other than English โ Korean or Japanese โ Korean.When this error occurs, the relevant card information is displayed correctly as shown in the second photo.However, I tried reinstalling the game and deleting data files about 10 times, but I could not reproduce it.Issue where menu names on the left are cut off if they are too longThis occurs in all languages.If you enter the Policy menu while the scrollbar is not at 0 in the Card / Achievement menu, a scrollbar that can be moved appears.It can only be moved with the mouse, and moving it does not affect the list.It seems to be a problem caused by all menus sharing the scrollbar position value.When you hover the mouse over the area where the phase area and the description window in the center overlap (red rectangle), the turn phase display window and the description window flicker.When you hover the mouse over the description window, the phase area loses the mouse-over state, causing the display windows to disappear,and it seems that the phase area regains the mouse-over state at the same time as they disappear, causing the display windows to reappear.It seems necessary to add a condition so that the window does not disappear when the description window is in the mouse-over state.
[BugReport] UI bugs and suggestions [1]
The style of the language / playback speed / resolution combo boxes needs to be unified.Inconsistent background color for mouse-over itemsInconsistent item height valuesThere is a gap between the check icon and the item name for language, but not for the others.Looking at the resolution, the scrollbar and the slide do not align.SuggestionsA check icon appears on the selected item, and it bothers me that the position between the selected item and the item list is misaligned because of that.Wouldn't it be more consistent to remove the icon, represent the selected item's background color with the resolution background color in the photo above,and represent the mouse-over item's background color with the language background color in the photo above ?The first photo is the normal situation, and the second photo is the situation where I kept scrolling at the end of the list.If you keep scrolling at the end of the list, the length of the scrollbar decreases as shown in the second photo.Of course, it returns to its normal length when the scroll ends, but generally speaking, the scroll length should not decrease.The first photo is the normal situation, and the second photo is the situation after scrolling.Here, the length of the scrollbar changes and the actual items also move.If there is nothing to scroll, the scrollbar should not be displayed, or the items should not move.Text within buttons needs to be center-aligned.Sales stat +3XThere are many descriptions like this, and I wish they were changed to be more intuitive.OtherRegardless of the language setting, there are too many parts that are written in English by default.The tablet at the bottom left just closes when pressed, so why was there an instruction in the tutorial to click outside to close it?
[BestDeckEver!] This is a Normal+Mixed deck. [1]
Deck description: This deck mainly uses the nameless 000 cards of the Mixed type. Let's keep the nameless cards alive as much as possible by boosting their HP with Eternal Council cards. Use Mime Master and Mime Man to send various attributes to the graveyard. With the Nameless Commander, based on the number of attributes in the graveyard, this is a deck that wins by buffing other nameless cards! I lost track of time while playing it. It was fun!
[BestDeckEver!] The best deck! [2]
Clear proof!The identity of my deck!BalanceMy deck!Deck compositionMain cardsDiscarding cards with Fire attributeExcluding cards from hand and deck with Water attributeAdding excluded cards to hand with specific cardsLeader cardThe basic playstyle is Playing by discarding or excluding cards to the graveyard,and I used the leader card to trigger the center placement effect for the main cards.By using the main cards like this, I created combos such as Flask Employee + Deep Sea Priest,and with this feel, you get to attack 3 times.If you play mindlessly like this, you attack 3 times but your cards die, so you need to apply additional rules to prevent that.Additional Rule - StunSince you can't counterattack due to Stun, it's great for maximizing 3-way attacks.When the game gets stuck, Shuryu Infiltrator, which can expect 3 attack power on such stealth units, is also good.Since it doesn't get attacked by enemies while in stealth, it defends against enemy attacks once, and I used it because I think it's a very good card that doesn't take damage when attacking due to the Stun rule, and it also provides one more defense.Balancer deck playIt would have been cleaner if not for the enemy's silence..I've researched other decks using the Balancer pack, but I found this setup to be the most fun.I had fun playing this 2nd round as well.
[Notice] 9-1 Hotfix
[Bug Fixes] - Fixed a bug where the inventory opened before booster pack construction during the tutorial, causing the sequence to become stuck. - Fixed a bug where the battlefield could become full during the tutorial battle before the Overwrite explanation, preventing progression.
[Notice] 8-31 Patch Notes
Hello! Iโm the developer of . The second Boost Lab is already coming to an end. Thank you very much to everyone who participated, especially since even more people took part this time than last time. Here are the changes made in this update. [Bug Fixes] Fixed a bug where Elsheyโs effect could be activated without paying the mixed-attribute cost from the Graveyard. [Changes] - If the two answers in a confirmation panel are identical, they are now combined into a single button. - Expanded the card concept dialogue that previously appeared only for some card sets, so that all single-attribute sets now display concept dialogue when selected. - We felt that the difficulty of the Season 1 stages needed to be lowered, so the following adjustments have been made. Enemy deck card count reduction by stage: 10, 15, 17 โ 8, 9, 10 Loss cost for normal events: 100 โ 50 in Stage 1 Bronze rarity cards now have a minimum stock of 2 when their booster pack is released. [Card Ch
[BestDeckEver!] It's fine as long as you cleared it, even with a mixed deck! [1]
Proof of clear first!Here is the clear deck composition.Actually, although I wrote it as a mixed deck, it is a deck where 'Mixed' attribute cards are the main focus.Unlike the first demo, it feels like a wider variety of attribute cards appear, so I added them to the deck as soon as I drew them.As befits a mixed attribute deck where the effect increases as there are more card attributes, various cards such as Wind, Water, and Earth are included.First of all, the main card is the 'Painter of Five Colors'.It changes the cards in your hand to the Mixed attribute while also granting +1 to stats, so I aimed to play this card as a top priority.In particular, Mixed cards shine more when there are more Mixed attributes, so their importance increased even further.The card I play after the Painter of Five Colors is the 'Chimera Crusher'.It destroys the rightmost unit in your hand and gains its stats, and since the stats double if it's a Mixed attribute, I thought it had high value.In fact, the strategy of changing some high-stat cards to Mixed using the Painter of Five Colors' ability and then playing the Chimera Crusher to pump up the stats was key.In addition, the Chimera Golem was useful for clearing the enemy field because it removes two Mixed cards from the graveyard to destroy three units in the front.Meanwhile, the Crusher was also good because it could be combined with the Five-Color Doll to change the hand to the Mixed attribute before playing the Painter of Five Colors.Other than Mixed attribute cards, cards that were good included the Wind attribute 'Law Adjudicator'.It was good because it could deal 2 damage to the enemy unit in front just by appearing, and the penalty of having the opponent draw 2 cardsactually helped in making the opponent go bankrupt quickly in the match, which was good.Next, the Earth attribute 'Bunker Maker' or 'Bunker Bricklayer' were alsogood for defense as they filled empty spots on our field to block enemy attacks once while also dealing 1 damage.I had a fun time playing the game!
[BestDeckEver!] A simple and really easy 'No-Possession' deck (video attached) [1]
The theme of this deck is to empty your hand and wait patiently until you can summon a 5-cost unit ; it is a simple and easy deck.This is the most important 5-cost unit that must be set as the leader. The things we need to pick up first are 1-cost units that allow us to survive the early game.In particular, the Physical Education Instructor series continuously strengthens our leader, who is our hope, while we hold out until 5 cost.It is recommended to keep including the Physical Education Instructor series in your deck if possible. The Excavator is a good card to carry because it becomes tougher every time you discard a card from your hand.This is a card that helps a lot in surviving until 5 cost.To summarize,Survive while discarding cards โ Discarding cards strengthens the leader (the leader is not discarded even if left alone.) โ Punish them with the strengthened leader.(Video to help with understanding )Since I cleared it on my first attempt with this deck, I think you will be able to follow along without difficulty.Thank you.
[BestDeckEver!] Boss mechanics? What are those? I won by sheer numbers. [1]
After much trial and error, I've settled on a build that finally cleared the game. I'm sharing my Fire/Water hybrid infinite summon raw stat deck.- Deck composition intent and core synergyWhile playing this game, I realized it was seriously, like, super difficult. So, I gave up on complex brain games and just filled my deck with as many Fire and Water cards as possible to push through with a 'raw stat infinite summon swarm build.' The core idea is to maintain my health while slowly chipping away at the enemy's empty spaces with summons. Even those who gave up because the game was too hard can easily follow this.1. Revolutionary + Fire Vanguard + Self-Damage Buff Synergy (Fire Core)Revolutionary (Core Card/Leader Card ) This is the alpha and omega of the deck, instantly summoning powerful 3/3 'Embers' on both sides when played. It fills the field with solid raw stats from the start, creating a foundation for the swarm.Fire Vanguard + Self-Damage Synergy This is the buff part that synergizes with the Revolutionary's Embers. Every time my health takes a hit from the deathrattle effects of 'Fire Thrower' or 'Embers,' the 'Fire Vanguard' grants a permanent +1/+1 buff to all allies. The risk is high, but it turns your summons into monsters in an instant.The IgniterWhen the field is completely cleared and you're in a pinch, use the high-cost cards you've been saving to fill the entire board.2. Firefighter + Water Droplet Synergy (Water Sub)This is the relief pitcher that keeps the field stable and maintains my health when I don't have Fire cards in hand. The 1/1 'Water Droplets' that the 'Firefighter' places on both sides are hidden in stealth, allowing them to dodge enemy attacks, fill empty spaces, and reliably buy time. Keeping the field filled without any empty spaces is the most important thing.Final Boss Battle Review The final battle against Secretary Elshay was truly a tear-jerker, but I barely won. The boss actually uses a terrifying hybrid card mechanic that instantly kills units, but I pushed through with sheer numbers without knowing a single thing about the boss's mechanics.When the boss brought out strong exclusive cards, I threw out weak summons or low-cost units as meat shields. Even when the instant-kill mechanic wiped out my units, I kept filling the empty spaces with Embers and Water Droplet summons. Forget mechanicsโI just chipped away at the enemy's health with the sheer number of infinite summons and finally managed to win through a swarm attack.The sense of achievement I felt when I finally beat the boss after learning the system through trial and error was absolutely incredible. I had so much fun, and I'm looking forward to the official release even more. Good luck!
[FreeTalk] I wish the deck effects were explained a bit in advance. [1]
I've played a few times, but...Even after playing a few times, I keep forgetting the effects of this deck, and I doubt others are any different.We need something that at least gives a rough idea of what kind of synergy this deck has.Of course, in card games, you can just learn the card effects later, but I think it should be a priority to at least know what it's supposed to do in general;If I want to play a cycle deck, shouldn't the game at least tell me which cards are for cycling...
[BestDeckEver!] Even after clearing it and trying it several times, the building is so hard to understand. [1]
I have absolutely no idea how to structure it. Even after reading the text, I wonder if this is right But when I actually go there and get beaten to a pulp, I think, 'I guess this isn't it.' I think the Earth deck is the most straightforward and mindless option. There are no particular conditions.It's most common to lay down something like a Bug + Drill Builder early on and raise it.The Hero is also strong. You can't use it alone; you have to use it with something that raises it on the side.You need synergy growth to get a deck that can clear it.The explanations for other attributes are too difficult or the conditions are too tricky.The Fire deck is at least manageable, but if you're not careful, it's common for my deck to get jammed and die.
[Notice] 8-26 Patch Notes
[Fixed Bugs] A bug where the Eternal Council Commander paid its effect cost even when there were no other allied units on the battlefield Removed windowed mode from the screen size options - Selecting a resolution switched the game to windowed mode, which could cause bugs when switching from fullscreen to windowed mode A bug where Balloon Vendor's text was displayed using its previous version A bug where the positions of the explanatory texts for recently changed balance patch requirement cards were swapped A bug where the Silence keyword description did not mention its ability to remove other keyword effects [Changes] King of Lies On Play: The stats of all other allied units whose costs have been reduced become 3/3. 5/5 -> On Play: The stats of all other allied units whose costs have been reduced become 4/4. 3/3 We made this change because turning the units into 3/3s was likely to be a disadvantage, and having high stats on the card itself did not fit its concept given the nature of i
[Notice] 8-25 Hotfix
[Fixed Bugs] A bug where the text and effects of the Sea Nurse and Balloon seller cards did not match A bug where the following policy effects were triggered twice Rule Add - Burial Rule Add - Live Burial Rule Add - Compression Rule Add - Mega Compression [Changes] The effect animation type of Deranged Golem has been changed from Slashing to Shooting.
[Notice] 8-24 Patch Notes (Tutorial Improvements)
[Changes] In response to feedback regarding the intuitiveness of the tutorial and lack of explanation, we have made the following changes to the tutorial. - Added basic cards with no effects that only appear during the tutorial + During the tutorial, 5 of the 10 cards in the starting deck are fixed as basic cards - Added approximately 30 lines of tutorial dialogue to provide more detailed explanations + Mainly added explanations for the battle and inventory sections - Expanded the save system so that tutorial progress is saved by section [Balance Patch] Sea Nurse On Play: Exclude 1 card from the top of the deck to give the allied unit to the right +2/+2 0/1 -> 0/0 Before Indie Boost Lab, when we changed the cost of Water-element cards from being based on the deck to the hand, this card ended up being too powerful for a generic 1-cost card. To keep it in line with similar cards, Drink Coupon and Enhanced Droid, we have nerfed its stats and added the penalty of having no defensive capabi
[FreeTalk] I apologize to the developer, but the main screen music itself
sounds similar to the melodies of Rockstar Games' GTA and others.Back in the PS2 era, I purchased Rockstar Games titles in North America,and at the time, I bought and listened to the music of various mature games like Mortal Kombat Deception, Deadly Alliance, State of Emergency, and Manhunt,as well as GTA.Today, while playing the main screen of the TCG banlist simulator 2nd game,it sounded quite similar to GTA game music.I can't say for sure, but my body reacted to it first.It's a card game, so while using this kind of music as an homage feels familiar, it's also a bit disappointing on the other hand.
[BestDeckEver!] Participating in the event [2]
This is a deck that survives using Indomitable and Gem Mutation, then finishes off or turns the hero party into gems.The Taco Shop is perfect as a leader because it allows for a 4-card Indomitable.A card that I want to ban, but Block it with a card battle.Deck destruction cards make it easy to secure attribute costs, and I included them for strengthening and Indomitable Assign staff to policies to level them up and Reduced most of the costs.Secure assets by hoarding using bans, then use them to acquire card packs and for rerolls.Release the same card pack again through rerolls to reduce costs.For balance, I banned unused cards to try and lower the high values.
[BestDeckEver!] A very lacking deck [1]
For card releases, I decided to keep the number of attributes as low as possible to make asset acquisition and balance maintenance easier.This is because I felt that keeping the number of attributes to a minimum was much more advantageous in terms of balance management and asset acquisition than releasing cards with many different attributes.In reality, it was virtually impossible to acquire all four unique attribute card packs.So, I released cards with the direction of securing unique +50 assets centered on two attributes, and allowing assets to be obtained through duplicate selection for one attribute.For this reason, I first set the direction for card releases, and in the process, I built a card deck centered on the Water attribute, which I personally preferred among the attributes obtained.The synergy deck I initially conceived was to collect as many Stealth cards as possible, place them on the field, and boost their stats through buffs.However, when I actually played it, I found that getting the cards I wanted was much more difficult than I thought.Although there were purchase and deck-building functions, the efficiency was poor compared to the assets required, and especially in the case of purchases, it was very rare for the desired cards to be in stock. I felt that it was virtually difficult to build a deck with the cards I wanted in the demo version.Eventually, I changed direction to a method of combining the various cards that appear in the middle.As a result of playing, I was always short on cards during battles with enemies, and there were many cases where I lost because my deck ran out before I was defeated in battle. So, I excluded Normal attribute cards, Fire and Water mixed attribute cards, and Water attribute cards with banish or destruction effects as much as possible, and built the deck centered on Stealth-related cards or cards that grant buffs when three attributes are sent to the graveyard.As a result, it wasn't a deck with great synergy, but I was able to clear the demo version by creating moderate synergy within the given cards.Honestly, the situation might be different in the full version, but in the demo version, it was too difficult to build a deck with the cards I wanted.Since I couldn't secure enough of the cards I wanted, it was difficult to create the intended synergy, and I felt that the randomness in the overall deck-building process was too strong.If the methods for securing core deck cards and the card supply structure are improved a bit more, the fun of players creating their own intended strategies and synergies will likely increase significantly.


