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  1. #11
    Senior Member Caitlyn0's Avatar
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    Last edited by Caitlyn0; 07-03-2016 at 03:05 AM.
    lil dark riding hood Queen of A1 Evolution in Theory
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    Evolution in Theory

  2. #12
    Senior Member Caitlyn0's Avatar
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    Last edited by Caitlyn0; 07-03-2016 at 03:05 AM.
    lil dark riding hood Queen of A1 Evolution in Theory
    Alliance One recruitment thread
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    my EPIC videos
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    all my decks together
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    Evolution in Theory

  3. #13
    Senior Member Caitlyn0's Avatar
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    there it is, the blast from the past... its still valid in my humble even with DP, SF and LL. ENJOY
    Last edited by Caitlyn0; 07-03-2016 at 03:12 AM.
    lil dark riding hood Queen of A1 Evolution in Theory
    Alliance One recruitment thread
    RED
    my EPIC videos
    Evolution in Theory
    SE Card Price Guide - My Deck Building Guide
    all my decks together
    owner of Earthen Protector flavor text
    Caitlyn™: collecting rage quits since 2011

    Evolution in Theory

  4. #14
    Senior Member maxi1230's Avatar
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    Step 7 is forgotten by most. It's what gives your deck a heart.

    Assassin of the coming winter
    Warrior of the Blue Phoenix
    Greatness, Reborn

  5. #15
    Senior Member Caitlyn0's Avatar
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    step 7 to me, is the most important part of deck building.
    lil dark riding hood Queen of A1 Evolution in Theory
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    Evolution in Theory

  6. #16
    Senior Member qaz92zaq's Avatar
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    Quote Originally Posted by Caitlyn0 View Post
    there it is, the blast from the past... its still valid in my humble even with DP, SF and LL. ENJOY
    Yes, though a lot of things changed since CotC so turn counts are a bit off.

    Main idea still works.

    There are also a few other things I disagreed with back on CotC and still disagree with now.




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  7. #17
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    Lololo

    SE have next category decks:
    1)Aggresive deck
    2) control decks
    3)mill deck
    4)lock deck
    5)OTK deck
    6) rush deck(or gate deck) ( it's types deck fast strong summoned very early turn)
    7) slowpock deck
    8)solo
    And there is no shuch species

    Token deck
    Kombo deck

  8. #18
    Senior Member Caitlyn0's Avatar
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    Quote Originally Posted by qaz92zaq View Post
    Yes, though a lot of things changed since CotC so turn counts are a bit off.

    Main idea still works.

    There are also a few other things I disagreed with back on CotC and still disagree with now.

    Sent from my iPhone using Tapatalk
    yeah, and its probably the sidebars too tempo, there are several takes on that. this is the one that helps me

    i dont think the 3cc area has changed. its still the key point on the bell curve.

    Quote Originally Posted by Russiansoul View Post
    SE have next category decks:
    1)Aggresive deck
    2) control decks
    3)mill deck
    4)lock deck
    5)OTK deck
    6) rush deck(or gate deck) ( it's types deck fast strong summoned very early turn)
    7) slowpock deck
    8)solo
    And there is no shuch species

    Token deck
    Kombo deck
    lock, otk and slowpoke decks, all fall into other categories as a sub set. as do combo decks. i have no idea what a token deck is. (unless you are talking about token generators like they have in MtG, but that still will fall into another category). i broke ut down to be easier to understand. even stall, mill and solo decks fall into control. so in eessence there are only aggro and control decks with some hybrid aggro/control decks






    and i do need to go back and edit grammar and spelking, sorry i thought my copy was the final copy that was posted on Omega
    lil dark riding hood Queen of A1 Evolution in Theory
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    Evolution in Theory
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    Evolution in Theory

  9. #19
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    Ra

    OTK no slowpock . OTK- kill one turn.
    Slowpocke - hit a little damage each turn while in control desk
    Token deck have all tcg

    Hybrid Aggro /control it's mid range deck.
    Last edited by Russiansoul; 07-03-2016 at 02:16 PM.

  10. #20
    Senior Member bobrossw's Avatar
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    TEMPO for me is this: the total resource cost of all the cards you have in play. thats your TEMPO. your actual resources are potential TEMPO. and there are Tempo manipulation cards and abilities. you also have to look at a cards quaility as well when figuring your on board TEMPO. this is subjective because you also have to take into account how well you use it.
    I kind of like this definition, it's very simple and straightforward, and tempo has always been something that's hard for me to put my finger on in this game. You brought up an issue with it - how does fireball count into tempo (especially when used against the hero)?

    I think to reconcile those, I might just define tempo as "how close you are to winning - assuming the opponent doesn't do anything to stop you." Which would then include your definition in most cases, but would also include things like your opponent's low health. It also makes sense of how certain one turn kill decks can seemingly be generating very little tempo for much of the game and then explode into a win. Since their win-con consists of things like "having 8 resources and bad santa in hand." or "having 6+ locations and portal in hand." Assembling pieces of those then counts towards their tempo - whereas having a stack of 6 locations may be irrelevant to another deck's tempo regardless of who controls them.

    Anyway I'm not done reading, just thought I'd bring that up for consideration...nice read so far!
    IGN: ETC BobRoss
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