Hi all,
This will be my first article. This article is aimed at the newer players, and is not going to go into the in depth statistical analysis that the high end players use. I use this in my deckbuilding before I start to really tweak, and I call it my 2,3,4 rule.
Please bear in mind that there are many times where you won't build a deck based entirely on this, this is more of a starting point.
Basically it goes as follows:
If it's a mission critical card, it's 4 copies.
If it's going to be needed against most heroes, it's 3 copies.
If it's situational, or a fall back, it's 2 copies.
Mission Critical: 4 Copies
So say you play Boris, and your Plan (See DnDFreak's article on the Plan) for the first four turns is as follows:
Turn 1: Birgitte
Turn 2: Puwen
Turn 3: Jasmine
Turn 4: Jeweler's Dream, Jasmine's ability.
Those become mission critical cards, because they're part of the Plan. So naturally I would start by putting 4 of each in the deck.
Some examples of other 4 copy cards:
Fireball & Lightning Strike: No mage should be without them.
Retreat!: So flexible, an obvious choice.
Mind Control: The mainstay of an Elemental deck.
Mostly Needed: 3 Copies
An example of a three copy card would be Ley Line Nexus. It's useful against most heroes, but by itself, it's not going to win you any games (or very few). Plus there are some heroes it's a dead drop against. So I don't want four, but three is good, and will ensure I have one (most of the time anyway), just for when that nasty Soul Seeker comes out.
Some other cards that I would generally consider 3 copy cards:
5 or higher cost cards: As my general rule, most of these only need 3 copies, as getting them early game is a dead drop. (Some exceptions are Plasma Behemoth, Shadow Knight and most certainly Mind Control, but it's very dependent on your deck).
Non-essential allies: Allies that the Plan is not utterly dependent on.
Ally control cards: Crippling Blow, Now You're Mine, Captured Prey etc. Most of these saturate your deck too much if you have 4 copies.
Situational: 2 Copies
Everything else. For example, cards which you'll only need once, or cards which may only be useful against one or two heroes, but are required to beat said heroes. Some very good examples however are:
Energy Discharge
Soul Reaper
Rusty Longsword
Jeweler's Dream (for Wulven only. For Warriors this is usually Mission Critical)
Bad Santa
Shrine of Negatia
Single copies
The only card that I could possibly justify having one of is Eternal Renewal. You will only ever need it once and, while useful, is extremely situational.
That's it. I hope that this wall of text will mean something to someone out there. My last piece of advice:
Experiment. Try anything and everything. Don't be afraid to stray from your favourite heroes. Play lots of games. Don't worry about losing, it helps you grow.
And above all, have fun!
Oh, DnDFreak has more than just the Plan article. Check out his entire collection:
DnDFreak's Strategy Compilation
Also, any new players can't go past Wtzky's guides to the heroes. These are for 1.29, but I'm sure he'll be updating them soon:
Wtzky's Beginners Guide to SE Heroes
Bookmarks