Which TCG Has the Best Resource System?
19K views · Apr 30, 2026 · Gaming
Comments · 331
@deshtom · 5 months ago (edited) · pinned
Digimon<br><br>Memory not only being the resource you need to spend, but allowing you to play big bombs at the cost of giving your opponent more agency during their turn is very cool, and has been used in very interesting ways in many decks.
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@EinManU · 4 months ago
"so in yugioh your resources are cards"<br><br>"wait but arent draw cards broken then?"<br><br>"you guys draw cards?"
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@JasonBA96 · 5 months ago (edited)
<a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=1184">19:44</a> I think an interesting and invisible type of ygo resources are the zones themselves: you have 6 monster zones, 5 spell/trap zones and 1 field spell zone.<br><br>If you are familiar with D&D wizards it's similar to spell slots: you pick during your turn what "spell" to put there and as you keep firing interactions, you blank away those zones.<br><br>A few things that made me reach this conclusion:<br><br>The duel links format was lower powered for many reasons, but one of them was the removal of 2 monster and 2 backrow zones<br><br>People that have played genesys(or pre 2017 ygo) will notice that links allow you to easily clean up your board, giving you back more slots to use on good cards: it's not a coincidence that 2017-2018 represented a huge power spike (among other reasons tbf)
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@iamabucket13 · 5 months ago
An important part of Elestrals' spirit system is the way you can use spirits on the board (since they attach like Pokemon energies):<br>- The amount of damage an attack does is based on how many spirits are attached to the attacker, not their attack stat, and they have an attack position and defense position that works just like Yugioh's (but no face-down defense).<br>- Some effects tell you to "nexus", which is a keyword that means move spirits from one permanent to another on your field. Some Elestrals have effects when they receive a spirit, so that effect triggers both when they're casted and when they get a spirit in a nexus (like in Magic with cards that have an enters ability that also triggers on some other event).<br>- You can Misenchant Elestrals, which means casting them with the wrong color spirits, but it's a vanilla until the right color(s) get attached.<br>- You can cast runes using spirits on your field, but any cards with fewer spirits attached than their cost get blown up. You can't discard spirits from the board to take damage, but you only lose when you're forced to take damage while your spirit deck is empty.
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@llblumire · 5 months ago
Every discussion I see of resource systems always misses out on Netrunner, the game Garfield made after MTG, which has a very dynamic unique resource system
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@Shylogik · 4 months ago (edited)
<a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=79">1:19</a> Magic the Gathering<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=691">11:31</a> Pokémon<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=989">16:29</a> Yugioh<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=1727">28:47</a> Force of Will<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=1913">31:53</a> One Piece<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=2145">35:45</a> Gundamn<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=2404">40:04</a> Star Wars unlimited<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=2957">49:17</a> Lorcana and Cyberpunk<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=3123">52:03</a> Flesh and Blood<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=3550">59:10</a> Rifthound<br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=4121">1:08:41</a> Elestrals
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@TheKaijudist · 5 months ago
The Flesh and Blood resource system and the go again keyword are kind of complimentary but two different things. Pitching reds for 1, yellows for 2, and blues for 3 and the inverse relationship between pitch cost and strength when played is the true system.
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@shiftyshitter348 · 5 months ago (edited)
One thing I think the Elestrals system has over any other system is that it makes life gain actually relevant, Elestrals' Pot of Greed is not Nectar of the Gods, the card that let's you draw 2, but Ambrosia, the card that gives you three spirits back from graveyard. In most games life gain is used as a gimmick and a way to trigger other effects, but when your life is the resource it creates a lot more interesting scenarios.
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@TheDragonlordfire · 5 months ago
I'm really, really sad you dont cover Cardfight Vanguard, which has three "inherent" resource systems that acculumate throughout the game. And a fourth if you count card advantage itself, because you can discard cards from hand to defend yourself.<br><br>Cards themselves have no cost to play (beyond that arguable fourth cost), but their effects require the use of:<br><br>A counterblast: damage in vanguard is a reverse shield system. You take up to 6 damage by placing the top card (with a potential benefit) into the damage zone face up. You can then turn that card face down to pay for a cost. Certain cards allow you to remove damage or turn damage face up, but they are rare. This limits the total uses of abilities to an upper limit (typically of 5 across the game).<br><br>A Soul Blast: as you increase you main cards Grade (level), cards acumulate underneath it, similar to xyz materials. These can be put into the drop zone(graveyard) to pay for certain effects. This is an eaiser resource to generate and there are more cards that "Soul Charge"(put the top card of the deck into the soul), but the effects you get are typically weaker.<br><br>Most recently, a resource called Energy: the second turn player starts with an aditional 3, then each player accumulates more automatically. You are able to inherently spend 7 to draw a card, and the effects tied to energy tend to be somewhere inbetween soul and counterblasts.
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@lssjdragoon · 4 months ago
It’s refreshing how transparent you are about your thoughts and experiences with these card games without conveying negative biases or condescension I’ve found to become annoyingly popular within the TCG content ecosystem as of late. It’s especially nice being able to concisely keep up with the other card games aside from Pokemon and YGO even if I obviously won’t have the full context in every scenario. All in all these almost make me think I’m watching/listening to a lecture, and by all means I mean this in the most positive of connotations and cannot understate how necessary this angle can be with a lot of the space’s current flamboyance in presentation (not necessarily a constant bad either).
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@TheDragonlordfire · 5 months ago (edited)
<a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=218">3:38</a> another aspect of magic's mana system is that it allows an inherent cost to adding multiple colours that allows any card to be in your deck.<br><br>You <b>can</b> mix cards in any configuration, because the only limitation on construction is consistency.<br><br><br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=365">6:05</a> i agree that fetchlands enable the third and fourth colour to be reasonable. I think it's very interesting that modern lives on the edge between 3 colour baselines, 2 colour highly consistent decks, and 4 colour greedy decks.<br><br>And I also think that's fine, given the context of modern within the game as a whole. Pioneer and stamdard live on a different edge of consistency. <br><br><a href="https://www.youtube.com/watch?v=QuF5hOxafBo&t=498">8:18</a> yeah, it really in the cost of mana inconsistency that allows mono colour decks to exist at all within the context of magic
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@mesan4641 · 5 months ago
o: checking out the video sections and Elestrals mention at the end
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