Thread:TAGDavid/@comment-24971427-20170812151509/@comment-5208312-20170816164028

Okay firstly, fun drinking game idea. Take a shot every time you see the word Overturn.

I can understand your reasoning, but I think you're really overestimating Barlbatzz or TE in general. After playing with TE for  quite a while before gettimg rid of them, I found how life resistant they are to reach full potential. Sure, they don't need to be at 4 to be threatening, but playing around their life points is a method that slows them down as they lack life break skills like Tyrants. Hece, Barlbatz's 9 crit can be easily manipulated into 6. However it's no lie that even 14 crits are nothing to simply wave at, but we've seen this already through the forms of Balle Sun rush and Purgatory Knights. Batzz's edge over them is not being affected by counter destruction of course.

Now moving on. I never stated that the meta is filled by wall decks or otherwise. We got a semi mixed meta which has beem sought for a lot of time. However, when taking Japanese results into account, the true toxicity lies with stuff such as Neo Zwei, Stars and SoJ. What Overturn does is essentially answer back to 2/3 of them by actually being able to do something other than trying to take out Aster with no success, while providing enough offence to crack down that 20 life Zwei has. And the answer to ultra offensive decks such as TE are the defensive Overturn skills we've seen through Ibuki and probably followed by Demomgodol. Ibuki is literally a middle finger to any TE shennanigan ultra offensive play, it even puts a stop to the mighty Barlbatzz. And ya, for now it's MAINLY only the meta decks that are getting overturn. But stuff like Ninjas, Danger world as a whole which is gettimg a minimum of 3 overturn monsters and DDW which have shown little to no meta presence will be able to do something against FoJ as Overturn bypasses nullification, will be able to guard against Chaos and Batzz through defensive Overturn and will be able to take down Zwei much faster due to the final turnish nature of Overturn.

It's not really about making every deck equally overpowered, but about giving every archetype (as hinted by Danger World), or better said every deck - a fighting chance to take down the big dogs rather than sit for 5 minutes trying to do something only to lose without any logic being applied.

This of course doesn't rule out what you said. Thinking about what is to come after Overturn is definitely frightening, but this can apply to any card game mechanic. We are better off focusing on Overturn now and how it can helpnthe game by giving every deck a chance or creep some decks into Tier 0 territory. And yeah, I won't lie, Dragorem's Overturn Reversal mixed with Chaos really frightens me, but defensive Overturns like Ibuki are what are still giving me hope. Overturn can either turn out as I am speculating and actually help the game, or only anime important decks get actually good Overturn skills and this ends up in a bigger mess. That would be all. I think it's clear but I'm doing this for discussion's sake lol not out of  spite or anything, just to get that out of the way. Looking forward to you putting your opinion in Overturn into a vid.