Episode III - Revenge of the Guide.

Discussion in 'Deck Building' started by Ghostbrain, Sep 24, 2014.

  1. Ghostbrain

    Ghostbrain Ogre

    For those who don't know-

    Episode 1 - Ghosty menace http://forums.cardhunter.com/thread...t-thinking-of-decks-and-not-all-at-once.6336/

    Episode 2 - Attack of the Boo http://forums.cardhunter.com/threads/second-stage-the-guide-and-the-d.6387/

    WAR!

    A long time ago, in Cardhunteria -ia, there was the Haves and the Have Nots.

    Haves boasted such awesome movement using the old skholars nimble strike. Four steps and umphs of whirlwind, making an incredible combination of tactics and chaos that left many a Have Not in disarray.

    The community became completely divided. Complaints to thee Gods of Cardhunteria embellished a petition and passive aggressive action simply to usher the modern hunter of this age. Even before a long time ago, in Cardhunteria -ia, balance was such a severe demon that infinite draw builds were allowed to rule the lands [altruistic individuals never failed to gain one extra action, and channelled this power to the nth degree].
    These decks, combined with fierce fiery storms (a firestorm, so to speak), were relegated after the first of the age of balances to a more side-of-meta mode.

    Furthering chaos of these times came rumours... Rumours of a Dark Side. People playing a specific meta and choosing who they will to fight, mainly by taking advantage of the time of the day, or quickly retiring if that deck was known to them as able to defeat there own. You may still even hear some say, that if you play in the twilight hours of the night, the chance to oppose Cardotron with a perfectly anti-cardotron deck is perfectly viable. The end result, of course, is a falsification of score.

    Fear of these sort of scores made the Have Nots afraid. Scared of such tremendous valued skill, Have Nots would often quit under the most surreal and strange circumstances, more retiring when the game did not go there way, rather than if they had lost at all. You'd never know, you never finished it.

    And sooooo, without further-a-do, and on more of seriously serious topic. Here is the third instalment, calling out all meta decks and what they mean to you.

    There is a curse, it say's "Man, may you live in Interesting Times!"

    And, man, we all do right now. Alot of buzz on chat regards team moves as the most viable option. The core differences to these sort of builds are very higgledee-piggledee, in that there is varying thought processes going into these builds, and by proxy how your D deck works if using it.
    Is movement so so important that you neglect having attacks, or is it balanced so you have average attack and average movement? Or do you go specifically good attack and specifically good movement between two characters? When building a deck the sort of question you should ask yourself is whether dividing cards up or creating players of specific ability is what you want to do.

    There is a CURSE.

    A humm. I'm assuming you want a little gem, or nugget or perhaps KFC right now. Either way I'll elaborate my opinion of Interesting Times.
    I imagine it as three decks being shuffled every turn.
    "If I shuffle two decks with the same cards, I am more likely to get 2 of the strategies combined I'm after."
    But the opposite argument is more like this,
    "I have more opportunity to gain specific cards if I weigh them over just one character. This way I can use more powerful synergies that reflect the design and overall concept."

    To me the latter opinion is an all-or-nothing aspect. If one of the characters you created dies, the whole woven cloth unravels. Whereas the first thing means you're never left without option, though, to get the ball rolling may take an extra turn or so (if very unlucky).

    it DOES say!

    Meta, right? Like I have fingers in all the pies? (yea right!) Well, I suppose now the hardest decks to struggle against are those team moving vampire elves. It is rather difficult, as mentioned in second stage- Priests are versatile and thus hard to engage at first. All I will say is that vamps will and always do have a limited good armor selection, and blocks are usually so-so comparatively to warrior classes. Honestly the whole type goes down in flames if you use one anti-priest, [purging burst specifically (which is an OP card to counter the OP cards martyrs blessing and nimbus shield)]. The other rendition is more likely a warrior with sprint teams rushing forward to hit with an obliterating bludegeon. I wouldn't be too disparaged about these types of decks as a really lucky first hand or a long out wait for the perfect moment action ensues. (they usually have more armor ofc, but really it just means less attack right?)

    Man may you live!

    Naa, die trying! Quitting should be a very last resort, when you both nod at each other and say, yea that's it.

    Interesting Times.

    I purposefully left out some LOS stuff I'd love to discuss, as it's more integral to gameplay than any of the cards you pick, and since I really want you all to discover the joys of creating your own great deck my advice is test new things, alter it accordingly in slight ways. Change perhaps one item for another, rinse, repeat, carry on card hunting.
     
    Last edited: Sep 24, 2014
    PDXTai, CT5, Fifjunior7 and 3 others like this.
  2. Flaxative

    Flaxative Party Leader

    I don't know what you're smoking when you write these, but please keep smoking it.
     
    doog37, CT5, Fifjunior7 and 2 others like this.
  3. neoncat

    neoncat Feline Outline

    Yes, plz do. ^_^
     
  4. doog37

    doog37 Hydra

    I miss step 4 NS
    I do NOT miss WW/WWE spams
     
  5. Sir Veza

    Sir Veza Farming Deity

    I miss both, but in SP - not MP. Even when they were used against me. The balance changes really sucked a lot of fun out of SP.
     
    hatchhermit likes this.

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