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Author Topic: World of Warcraft CCG no longer an Upper Decker venture  (Read 1249 times)
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CeeKay
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« on: February 16, 2010, 03:51:20 PM »

but they say don't worry.  perhaps they've printed enough money to start their own printing company for the cards.
« Last Edit: February 16, 2010, 04:26:37 PM by CeeKay » Logged

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Harkonis
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« Reply #1 on: February 16, 2010, 04:25:29 PM »

I used to play WoW CCG professionally, but never heard of Worlf of Warcraft....
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« Reply #2 on: February 16, 2010, 04:26:31 PM »

oh come on! Its a spelling error...why the Snarkiness?

Its Worf, okay?

;-)
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« Reply #3 on: February 16, 2010, 04:27:47 PM »

I'm debating whether or not to worfle on taking the blame for that.
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Harkonis
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« Reply #4 on: February 16, 2010, 04:38:11 PM »

Quote from: Razgon on February 16, 2010, 04:26:31 PM

oh come on! Its a spelling error...why the Snarkiness?

Its Worf, okay?

;-)

I only give trouble to the people who post so often that slowing down to read what they typed is too much of a hassle. slywink  You're getting close to that point Raz...
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« Reply #5 on: February 16, 2010, 04:40:21 PM »

dont you like me anymore, Hark? :-(

I'll do better, I promise! I'll be good! You'll see!
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« Reply #6 on: February 16, 2010, 04:42:15 PM »

Razgon
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too similar for my tastes!
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Graham
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« Reply #7 on: February 16, 2010, 05:42:00 PM »

Maybe Upper Deck already has the rare cards printed and will be giving them out as promos like they did with the Yu-Gi-Oh! cards.
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Dreamshadow
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« Reply #8 on: February 17, 2010, 02:33:44 AM »


I'm sad.  I didn't play in any of the official stuff, and just enjoyed the raid decks w friends etc.  I liked UDE's support okay for the game.  I fear that Blizz might convert the game to something similar to Legends of Norrath.
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Larraque
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« Reply #9 on: February 17, 2010, 04:08:05 PM »

Not sad to see it leave the hands of Upper Deck. As an avid Magic; The Gathering player, I tried the CCG when it first came out, and liked it. It was particularly nice that you never had to worry about not being able to play a spell due to not drawing lands. It definitely took the worst part of the luck factor of Magic: The Gathering out of the game (drawing too many / drawing too few lands).

However, the game quite quickly had a lot of power-creep. All the cards from the original core set, save a few, were obsoleted by better cards in the next few expansions, meaning that the small amount of cards I invested in (Maybe $50 worth - three starters and a raid deck) were not worth much. Additionally, with so much product published, the few cards that were really good were not worth much. Leeroy Jenkins, which I believe was a $20 card when the set came out, is now worth closer to $3. That's probably the most expensive card in the original set at this point. Interest in the game quickly waned in Saint Louis, and within a year you could no longer find anyone playing despite the massive start that the loot cards provided. The game was definitely good, but they screwed up.

In truth, I think the rarity of the loot cards hurt the game. Thousands of packs were bought and cracked for the sole purpose of getting a loot card and with some loot cards being worth a substantial amount of money ($150 for a turtle mount; $800 for a spectral tiger mount; etc) it shifted interest in the cards away from playing the game. Unfortunately, the game has been pretty close to dead for a while now.

There was also a fairly major problem when it comes to playing limited in this game. I was talking to someone who was drafting it, and they ended up being completely unable to make a deck after they finished drafting. That's impossible to do with Magic, so it makes playing this game in limited impossible.

Honestly, I don't see there really being a way to save this game. The game's image is tarnished and it's unlikely that anyone will give it another chance at this point.
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