5 Reasons to play Flesh and Blood
10/22/22 0 comments
In this article, we've come up with five reasons for you to start playing Flesh and Blood!Edit Article
Flesh and Blood, a card game created by James White and produced/distributed by Legend Story Studios arrived in Brazil this week, three years after the launch of its first set, Welcome to Rathe. The game has become famous in the United States and Europe and already has an extensive competitive scene, including a world championship taking place on November 6th. As a personal review, I've been playing TCGs since I was 13, starting with Yu-Gi-Oh! and migrating to Magic: The Gathering at 15. In these eighteen years, I've already witnessed and experienced some of the most famous card games released in recent times, such as Keyforge, Hearthstone and Legends of Runeterra. None of them came close to make me as fascinated as Flesh and Blood did - the game is incredibly well-built and rewards factors such as skill, resource handling, and comprehensive understanding of the game's mechanics, while looking to get around some of the natural flaws of a TCG, such as products availability and banlist.
What is Flesh and Blood?
why you should play Flesh and Blood.
1 - It resembles classic RPGs
Final Fantasy, where moments where we need to adapt our equipment to fight a powerful enemy aren't uncommon. In addition, the class system and the nature that you
needto respect this element when building your deck will make you naturally focus on certain types of cards and abilities based on your chosen character's class, as is also the case during tabletop RPGs like
Dungeons & Dragons. So, if you're into RPGs, there's a lot of familiarity in this TCG's themes with games you're probably familiar with.
2 - Every format has its own appeal
Flesh and Bloodcurrently has four official formats: Classic Constructed, Blitz, Commoner and Ultimate Pit Fight. And each of them has its own nature and appeal.
Classic Constructedis the most played format in major competitive events. In it, the player chooses an adult version of a hero and builds a deck of 60 to 80 cards including their equipment and weapons, the matches last a maximum of 50 minutes. Additionally, the deck can contain up to three copies of each card, and the young versions of heroes cannot be played in this format.
Blitzformat, where the deck must have exactly 40 cards, plus up to 11 equipment and weapon slots, with a limit of two copies for each card. Blitz games are faster, as well as getting more support for in-store games thanks to
Blitz Decks, sealed products that come out in each set with two or more assorted decks ready to play straight out of the box, making it a viable option for beginners.
Commonerformat. It basically follows the same rules as
Blitz, but with two differences: each card in your deck needs to be common, and your equipment can include
up to two rares. Finally, there's
Ultimate Pit Fight, a multiplayer mode perfect for casual games with your friends. It also follows the same pattern of rules as
Blitz, with some rules of its own, such as only being able to attack the player on your left or right. Along with sealed formats like
Draft, the game gives you a significant number of ways to learn and enjoy the experience of participating in an in-person TCG, and the flexibility between them allows the player to start at the bottom, building a
Commonerdeck, and then gradually invest in
Blitz, and then consider playing
Classic Constructedif your local scene promotes this format or if you want to play the major events. In addition, with unique archetypes in each modality, Flesh and Blood makes your competitive scenarios look unique without the need to create an artificial rotation to differentiate one from the other. A list that succeeds in Classic Constructed might be bad at Blitz, and a hero that excels at Commoner might not have the same impact when we put other rarities in between. Thus, each Metagame remains unique and has its own appeal for the player.
3 - It rewards good decisions
much reducedby its deckbuilding and gameplay: you manage many resources simultaneously between cards in your hand, equipment, weapon and hero-specific abilities, and you need to plan well when you should use each of them to reduce the number of resources your opponent will have on their turn and/or ensure the best damage sequencing on your turn. And yes, this is easier said than done.
pitch: each card has an amount of action points that it generates when you use it to generate resources, and these points must be used to play other cards from your hand and/or activate abilities of your weapon, equipment or hero. Then the card will be placed
at the bottom of your deck- that is, you will draw it again at some point if the game gets too long. So understanding
what to pitchto decide
what to play, and
when you should play itis critically important when you're the active player for the turn. On the other hand, when it's your opponent's turn, it's also essential to understand
when you should block with the cards in your hand, as this will mean one less resource on your next turn and, consequently, give you one more turn to your opponent, which will try to sequence other explosive chains against you.
4 - Cards with lower rarities matters
Common, Rare, Super Rare, Majestic, Legendary, Fabled, and Marvel, and the Super Rares were phased out and moved to Majestic. And some of them, from Legendary onwards, start to have relatively high prices comparable to other TCGs, but the game was built up to this point to make them, in most cases, don't need more than one copy, given that, usually, they are equipments.
only need one copy of it for whatever deck you're going to play, and if you consider a format like Blitz, the tunic might not even be an automatic inclusion, as you won't get as much out of it in certain matchups due to the fast-paced nature of the games.
5 - The company's communication is great
very clearabout what they intend for the game, from the release window to how cards are or aren't banned. Even the banlist announcements are always accompanied by a detailed explanation, in addition to the
Living Legendsystem, where a hero accumulates points as they win major tournaments and, when they reach a certain mark (1,000 points for Classic Constructed and 500 for Blitz), that character is no longer legal in that format. Thus, the company guarantees to keep the game fresh and prevents an oppressive strategy from needing unexpected interventions - if something is dominating the competitive landscape too much, it will eventually become a Living Legend and will no longer be available in tournaments or there will be a ban on some key-piece to that strategy to balance things out.