Author Topic: Proposed Deck building T1 rule change: multiple Generics  (Read 12718 times)

Offline SirNobody

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #50 on: May 13, 2012, 06:31:55 PM »
-1
Hey,

This is actually a reasonable way to possibly encourage more defense in T1

Something has to be done about the extreamly defensive light state of T1.

A lot of players enjoy playing offensive heavy decks.  Either that play style jives with their personality, or they feel they are able to win more games with that sort of deck, or something.  The lack of defense in Type 1 is not because there is a lack of viable defensive cards, but rather because the players choose not to use them.  In order to convince the players that like to play offensive heavy to use more defense we have to give them defensive cards that are excessively powerful, but if we do that players that like using defense are able to build decks that completely shut people down, and that's a worse result than not enough defense.

We could make a rule that players are required to include X defensive cards in their deck, but then players (1) don't get to build the deck the way they want to, and (2) will likely find a way to use evil cards to help their offenses (chump blockers for choose the blocker, characters that draw or take out opponent's evil characters) so it won't make the average deck any more defensive.

I believe that reducing the amount of extra cards that players can reasonably draw over the course of a game will cause balanced decks to win more game against offensive heavy decks which will cause some players to move away from playing offensive heavy decks towards playing more balanced decks.  Unfortunately the other elders don't seem to agree with me, and agree or not, it may be too late anyway.

Tschow,

Tim "Sir Nobody" Maly

Offline Wings of Music

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #51 on: May 13, 2012, 06:52:22 PM »
-1
I believe that reducing the amount of extra cards that players can reasonably draw over the course of a game will cause balanced decks to win

Which is why I for one, as well as several other members of the forums advocate a rule to hurt decking out since that would harm the 50 card speed decks that draw like crazy.

I personally would advocate something like this:  "The first time a player has no cards in his deck to draw, remove one lost soul form his land of Redemption and place it in owner's territory"
...ellipses...

Offline SirNobody

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #52 on: May 13, 2012, 07:04:39 PM »
-1
Hey,

Which is why I for one, as well as several other members of the forums advocate a rule to hurt decking out since that would harm the 50 card speed decks that draw like crazy.

I personally would advocate something like this:  "The first time a player has no cards in his deck to draw, remove one lost soul form his land of Redemption and place it in owner's territory"

In my experience it is more likely that a player decks out against a turtle deck than when playing a speed deck.

Tschow,

Tim "Sir Nobody" Maly

Offline megamanlan

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #53 on: May 13, 2012, 07:37:21 PM »
0
I disagree w/ u SirNobody, because with the small defenses, I feel that I should be running a mini-defense or else I'm not a really good player. And I bet there are others out there that feel like that too, which will do the very thing that u wish to stop. I'd rather see at least some more defense for T1, especially it costs too much for most players to go to T2 instead.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #54 on: May 13, 2012, 08:52:10 PM »
+3
Tim, I disagree with you entirely. The lack of defense in Type 1 is because with any more than ten cards on defense, the deck starts to lose efficiency. The game has become a victim of power creep, as many people have claimed in the past, and the main problem, aside from drawing, is the incredible amount of CBN cards in the game. No matter how good a 20 card defense I put together is, it won't matter when Sam's Edict, Authority of Christ (p), Bravery of David, Genesis enhancements (with Joseph), and several others are all CBN and thus, I have no consistent way to stop them. CBN banding is almost as bad, with MMoJ and Samuel. Multiple people (including myself) have tried to come up with balanced or defense heavy decks that are effective, and the best I've heard anyone do with a balanced or defense heavy deck is about 50%. Considering the fact that most of these people can do much, much better than 50% using a speed deck, there's evidence to suggest that the problem doesn't lie with the players, rather, it lies with the cards, and my assumption is that most people would agree with that analysis.

Offline Wings of Music

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #55 on: May 13, 2012, 09:54:05 PM »
0
In my experience it is more likely that a player decks out against a turtle deck than when playing a speed deck.

I find that true too, but is implementing a rule that promotes larger decks that often favor defense a bad thing?  I think not. 

...ellipses...

Offline megamanlan

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #56 on: May 13, 2012, 10:04:12 PM »
+1
I agree w/ Chris' analysis. This is a good way to say it, and is partly why players feel like they are not good players if they aren't playing those kinds of decks.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Prof Underwood

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #57 on: May 14, 2012, 12:43:04 AM »
+1
I play lots of defense.  I do NOT question whether I am a good player or not.  You don't HAVE to follow the crowd to have talent, or self-esteem.

As for the main reason for speed decks to dominate T1, it really isn't because of the cards OR the players.  It is really all because of one thing, and that is the time limit on games.  Defense CAN shut down even the best offenses with the cards that are already available.  However, in live tournaments, the 1 hour (or less) time limits on games makes it so that those decks can't win before timing out.

This has been basically proven in ROOT.  But ROOT has longer time limits, and that deck wouldn't be able to do as well if it did.  So if you like to play defense, then join ROOT.  And unless time limits change at live tournaments, then either play defense anyway and even though you'll lose, at least you'll have fun.  Or cave in and play speed like most everyone else.

Offline Jmbeers

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #58 on: May 14, 2012, 02:07:01 AM »
+1
Then let the few (like myself) who play defense have 2 generics :)
The only reason people get lost in thought is because it's unfamiliar territory.

Offline SirNobody

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #59 on: May 14, 2012, 11:07:30 AM »
-1
Hey,

I feel that I should be running a mini-defense or else I'm not a really good player.

I've never used a speed deck or a mini-defense.  Are you saying I'm not a good player?

with any more than ten cards on defense, the deck starts to lose efficiency.

I couldn't disagree more.  Speed decks are far less efficient than a well built balanced deck.  When the speed deck wins, it is because it uses draw abilities to get a card advantage and overwhelms the opponent with the quantity of cards, not the efficiency of them.

Quote
the main problem ... is the incredible amount of CBN cards in the game. No matter how good a 20 card defense I put together is, it won't matter when Sam's Edict, Authority of Christ (p), Bravery of David, Genesis enhancements (with Joseph), and several others are all CBN and thus, I have no consistent way to stop them.  CBN banding is almost as bad, with MMoJ and Samuel.

I have not played competitively since Nationals.  That being said, there are ways to get around CBN battle winners.  CBN protect (Judas Iscariot), Instead the battle winner (Herod's Temple), or just don't give them the chance to play it (Uzzah).  There are ways to deal with CBN banding.  Don't let them into battle (Household Idols), send them out of battle (Goliath), or use battle winners that remove them all from battle (Nebuchadnezzar's Pride).  As the cards that speed decks use to win their "almost impossible to stop" rescues change, you have to come up with new and different ways to stop them, but the ways to stop them do exist.

Quote
Multiple people (including myself) have tried to come up with balanced or defense heavy decks that are effective, and the best I've heard anyone do with a balanced or defense heavy deck is about 50%.

I haven't played competitively yet this year, but historically I probably win at least 75% of the games I play, and I've always played a balanced deck.
I don't know how many times Andrew Wester used his defensive heavy deck at nationals, but out of 10 rounds he only lost 1 game.

It may be easier to win with a speed deck, but it's definitely not the only way to win.

As for the main reason for speed decks to dominate T1, it really isn't because of the cards OR the players.  It is really all because of one thing, and that is the time limit on games.

The time limit is a hindrance to defensive heavy decks.  It is not a significant hindrance to balanced decks.

Tschow,

Tim "Sir Nobody" Maly

Offline megamanlan

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #60 on: May 14, 2012, 12:34:06 PM »
+1
I'm not saying that anyone actually is a bad player, I'm just saying that it makes players feel like they're missing out on something when everyone runs a 6-card nearly unstoppable defense. Now for players like myself, who hate playing meta, we try to find ways to destroy meta decks (which I have been doing an play job at) that's one thing. But if you compare to someone that maybe doesn't know the meta or just likes to go to tournaments, that's the kind of player that would feel discouraged or left out when he gets trampled by opponents running an insanely annoying theme, which players could find better ways to beat if they had other cards (like more generics) at their disposal.
They seem pretty lame as fighters maybe we should challenge them to a dance off or a redemption game

Offline Red

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #61 on: May 14, 2012, 01:04:18 PM »
0
Offensive heavy is more efficient than balanced. card flow IS efficiency.
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browarod

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #62 on: May 14, 2012, 01:19:19 PM »
0
If we're talking about letting T1 decks have more generics in them, why not just expand upon the "Legion identifier" by printing new characters (or reprints) with something similar? It doesn't even always have to be 4 per 50 either, it could be 2 or 3 depending on the relative power of the card and whatever theme(s) it fits into. That way judges/hosts don't have to learn yet another change about deck-building game rules, instead the quantity you can have is right there on the card for easy reference when counting.

:2cents:

Offline Prof Underwood

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #63 on: May 14, 2012, 01:44:48 PM »
0
If we're talking about letting T1 decks have more generics in them, why not just expand upon the "Legion identifier" by printing new characters (or reprints) with something similar?
I like this idea and will keep it in mind for future cards :)

Lamborghini_diablo

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #64 on: May 14, 2012, 01:50:24 PM »
0
My problem with the current meta is this.

Speed is running rampant yeah? Let's print some more counters for it right? Wrong. The only true way to counter speed is with more speed. You can have all your nice counters in your deck, but unless you have the same amount of drawing cards in your deck, you won't get them until it's too late.

Playing defense just slows you down even more, unless it's a speed defense. The game has turned into a race to 5 between two glass cannon speed decks. I feel that if rule changes were made to slow down drawing, then we might actually see some more defense being used.

Offline Wings of Music

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #65 on: May 14, 2012, 02:10:48 PM »
0
+1 Which is why I hold to the below statement as the best solution to the problems with the meta.

Which is why I for one, as well as several other members of the forums advocate a rule to hurt decking out since that would harm the 50 card speed decks that draw like crazy.

I personally would advocate something like this:  "The first time a player has no cards in his deck to draw, remove one lost soul form his land of Redemption and place it in owner's territory"

...ellipses...

Lamborghini_diablo

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #66 on: May 14, 2012, 02:16:22 PM »
0
To be honest, I don't think that would do much. You have to hit drawing itself, not decking out.

Maybe a hard limit of how many cards you can draw per turn?

*EDIT*

This change would be a bit *too* drastic, but I wonder how differently the game would play if all draw abilities were removed. Maybe a few people could try this as an optional rule and see just how different the game becomes?
« Last Edit: May 14, 2012, 02:18:38 PM by Lamborghini_diablo »

Offline SirNobody

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #67 on: May 14, 2012, 03:07:10 PM »
-2
Hey,

Speed is running rampant yeah? Let's print some more counters for it right? Wrong. The only true way to counter speed is with more speed. You can have all your nice counters in your deck, but unless you have the same amount of drawing cards in your deck, you won't get them until it's too late.

I think the counters that we print for speed are reasonably effective.  The problem is that we print cards that stop the speed that was popular in the previous year and at the same time print a new version of speed to be used the next year.  The counters to speed are always a year behind.  If we didn't print any search or draw abilities in the next three years I believe speed would lose whatever edge it has.

Tschow,

Tim "Sir Nobody" Maly

Chris

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #68 on: May 14, 2012, 03:28:51 PM »
+2
Mark, I still disagree that heavy defense is as good as heavy offense, even if the time limit was larger. You mentioned ROOT, so I'll do the same: The very first month, even though the meta wasn't developed, Randall won with a speed deck. The following month, I won using speed decks. I don't recall what Kirk played the month he won, but it was at least on the offensive side of balanced. Alex won last month using speed. That's 4/6 months where speed ended up winning a particular month of ROOT, and the only two that it didn't, you were the person who won. I contend that in the right hands, defense heavy can be effective, but that's still a 2/3 ratio where speed was the best, even though defense heavy was played by multiple players.

Tim, RBD is still the most effective anti-speed card in the game except perhaps Nazareth, and that's from Priests. The problem with anti-speed cards is that you have to draw them to use them, which necessitates using speed. A game rule is the only thing that will fix it, outside of overpowered cards that wreck the meta entirely. I'm not sure how you can claim that balanced decks are effective this year when you yourself have said you haven't played competitively yet.

Lamborghini_diablo

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #69 on: May 14, 2012, 03:57:39 PM »
0
The problem is that we print cards that stop the speed that was popular in the previous year and at the same time print a new version of speed to be used the next year.

Why is speed still getting new cards? If we could shut down speed entirely, the game would become much more varied and interesting. Games would become a battle of strategies, rather than a race to five.

Offline SirNobody

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #70 on: May 14, 2012, 04:03:19 PM »
0
Hey,

Tim, RBD is still the most effective anti-speed card in the game except perhaps Nazareth, and that's from Priests.

RBD is the most specifically anti-speed card, but it is far from the best anti-speed card.  Darius' Decree is/was a more important anti-speed card for it's time, when speed's drawing was almost entirely off of set-asides.  The anti-draw lost soul was amazing until the recent flood of character abilities that draw.

Tschow,

Tim "Sir Nobody" Maly

Lamborghini_diablo

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #71 on: May 14, 2012, 04:12:48 PM »
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...when speed's drawing was almost entirely off of set-asides.
...until the recent flood of character abilities that draw.

Again, not pointing fingers at anybody, but what is the reason for the constant addition of new ways to draw?

Offline Wings of Music

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #72 on: May 14, 2012, 04:17:14 PM »
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To be honest, I don't think that would do much. You have to hit drawing itself, not decking out.

I disagree, I think that hurting decking out would go a long way to discourage speed, at the very least you would probably see more 56-57 cards decks (which tend to be more on the balanced side of things) and less 51 Sam decks.
...ellipses...

Offline Prof Underwood

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #73 on: May 14, 2012, 05:12:08 PM »
+1
That's 4/6 months where speed ended up winning a particular month of ROOT, and the only two that it didn't, you were the person who won.
I actually was playing Geneptians (a speed variant deck) the 4 months that speed won ROOT (practicing for live tourneys with time the shorter time limits).  The only 2 months that I played defense-heavy, I came in 1st place.  That's pretty good evidence that defense CAN win if given enough time to do so.

The problem with anti-speed cards is that you have to draw them to use them, which necessitates using speed. A game rule is the only thing that will fix it
I agree with this.  The best 3 that I've heard are 1) a longer time limit, 2) a "Gifts of the Magi" gamerule, and 3) a deckout penalty rule (specifics to be determined).

Offline YourMathTeacher

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Re: Proposed Deck building T1 rule change: multiple Generics
« Reply #74 on: May 14, 2012, 05:20:20 PM »
0
Speaking strictly as a former Pokemon player/trainer, the deck-out rule significantly reduces the urge to draw and search relentlessly. There can be no better deterrent.

...when speed's drawing was almost entirely off of set-asides.
...until the recent flood of character abilities that draw.

Again, not pointing fingers at anybody, but what is the reason for the constant addition of new ways to draw?

I also would like to know why there have been so many drawing abilities added in recent sets when we already knew Speed was an issue.
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