Version Reviewed: 1.0.101301
App Reviewed on: iPad with Retina
Graphics / Sound Rating:
Replay Value Rating:
While original trading card games have become a dime a dozen in the App Store, WWE SuperCard benefits from its popular license and actually trounces the hardest challenge that other license-based TCG’s often fall victim to: it creates a fun rule structure that successfully emulates the source material it’s built around.
Managing to achieve a set of guidelines that’s ridiculously accessible without sacrificing any of the complexity for strategy in the process, WWE SuperCard changes up the standard trading card dynamic a bit. Players choose five cards, four of them being any WWE Super Star, one being a WWE Diva, and two support cards from their available card bank. Delegating their stable cards will depend on three factors: a group of stats like Power or Charisma, personality alignment, and whether or not the card possesses a special ability.
Once the hand is set, the game starts off with three rounds - each beginning with a randomized match type and set of conditions handed down in order to determine the best card combination. Just as an example, the first round materializes a solo match where whichever wrestler has the best speed and toughness will be the victor. Solo and Diva behave the exact same way, but tag-team matches boast the additional depth of alignment matching.
Alignments have two types of fusion degrees determined by both color, and wedge positioning between the two superstars involved. This specific type of match feels like the most rewarding of the three because of its unique mechanics. Players who are able to coordinate the same color will get a solid partnership; pairing two different colors will reduce the team’s overall stats by 10%, and matching both color, and wedge positions to complete a whole shape will achieve a perfect bond that grants a 10% increase the team’s stats instead. Support cards can only be used once during the match and chosen during any of the rounds, usually best reserved for the weakest card of your chosen bunch, and will either boost specific stats in your selected or degrade specific stats off whatever your opponent chose when the cards begin to square off.
At the end of each match, the winner is given the reward of choosing two new random cards to add to their card bank while the loser is able to get the consolation of choosing one. This dynamic alone successfully makes WWE SuperCard a perpetual time sink that can turn ten minutes into hours of matches and collecting.
One of the other mechanics that balances out the lottery effecting of growing your card collection is the ability to combine and train your cards. Whenever you get a double of a wrestler of the same rarity, just fuse then and get an overall 20% boost to their stats. If you have a catalog full of useless common cards you’re never going to use, just trade as many of them as you want in exchange for a boost towards one specific card’s stats (there is an eventual limit to how much you can train one particular card, though).
Even though WWE SuperCard only features two play modes, the gameplay is equal parts engaging as it is addicting, and will delight fans of trading card games and WWE, or be an effective icebreaker for whichever element they're new to — it’s that good.