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no wall of text for FooF and RoA? they completely changed the game with ignore.
Anyhoo, I say this having only read your recent responses and not your analysis in its entirety, and I assume a lot of these one-off posts will disappear once you finish publishing the other sections. Mostly I just wanted to make you aware of the reason your posts were edited by me. All I did was break up the text a little bit to make it appear less daunting to the reader. Web writing is slightly different than print writing, in that paragraphs are often treated with an extra line break instead of an indent at the beginning. Other than that, I left every word of your posts in place.
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Great read for someone new to the game. Ever thought of helping out at the wiki?
I think it would be nice to require more cards for combos to work. If they're more "unstoppable", I think they need to be more than 2 cards. At least 3 cards. Let's move the game in that direction. For example, TGT requires a specific art activated also for it's ability to work. That way it's slowed down a bit. Instead of have'n 2 cards needed only, make combos use 3. Character + Fort and or Art + enhancement = cannot be negated. Stuff like that. Also it would be great if more heros/ECs directly hurt others in territory. For example, RA with hero to deal /2 damage to EC in territory, and for those numbers to stick. I think that might balance the game a bit more too.Daniel
I like. What would you do about all the cards we currently have?
Quote from: Daniel TS RED on August 17, 2010, 01:58:55 PMI think it would be nice to require more cards for combos to work. If they're more "unstoppable", I think they need to be more than 2 cards. At least 3 cards. Let's move the game in that direction. For example, TGT requires a specific art activated also for it's ability to work. That way it's slowed down a bit. Instead of have'n 2 cards needed only, make combos use 3. Character + Fort and or Art + enhancement = cannot be negated. Stuff like that. Also it would be great if more heros/ECs directly hurt others in territory. For example, RA with hero to deal /2 damage to EC in territory, and for those numbers to stick. I think that might balance the game a bit more too.Daniel I like. What would you do about all the cards we currently have?
FWIW, TGT also requires a Redeemed Soul.
I think it would be nice to require more cards for combos to work. If they're more "unstoppable", I think they need to be more than 2 cards. At least 3 cards.
Quote from: SomeKittens on August 17, 2010, 03:20:55 PMI like. What would you do about all the cards we currently have?set rotation.
Once John Earley sends me back my decklist I will post my type 1 2 player deck. I do not think many people know, but it was a 70 card, defense heavy, site lockout. I did lose to 2 teal/green's. One had TGT in it, one did not. The one I lost to at the end, Nick Marshal's, was Teal/Tomb and he drew very fast and my defense did not set up. My first game was my other lose to Jonathon Greeson who had he not had Mayhem, or had I got a decent draw off Mayhem instead of nothing, would have lost 5-4. But either way I still ranked with a defensive heavy deck, and beat a lot of top players and speed decks.
The thing of it is, there's no balance. Either you go defense heavy and wait all day to play offense and have already won before you attack to stop speed/TGT decks, or you go fast and hope to win quickly and if you can't after a couple turns you lose. A decent offense and defense deck that can attack always at any time and defend at any time usually gets beat.Daniel p.s. I understand a lot might change because of the new cards, just haven't had the time to try em out.
"When I won nationals in 2000 I didn't remember anyone (other than myself) playing a Fight by the Numbers deck in Type 1."I didn't play any opponents at that tournament that did NOT have FBN.
The priests set did not play a significant part in the creation or viability of my deck. I actually built the deck the year before priests was released. Even after priests was released only two cards from the set made it into my deck. And in the four years I played that deck it never contained any teal cards (although adding teal was a common change made by the players that built variants of my deck). The set that had the biggest impact on the development of the deck was the 10th Anniversary Starters which introduced several evil multicolor enhancements which inspired me to attempt to build a splash defense in the style of the warriors era FBTN offenses.
It was during the year after priests was released that my deck was most successful and became known across the country. In addition to Kevin Shride, Chad Soderstrom also built a variant of my deck. Chad won nationals in 2006 with his first variant of my deck and placed 5th in 2007 with a different variant of it.
While I have always said that any attempt to summarize what my deck was trying to do will inevitably fail due to the wide variety of things I was trying to work into the deck, your description is impressively accurate.