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  1. #21
    Senior Member Cruxx's Avatar
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    Thread updated, also the example needed to be moved here due to maximum characters limit.


    Let's start with 2 goals almost any deck should have.
    • 1 - Card draw mechanic
      You constantly want a variety of cards in your hand to chose from, make meaningful decisions what to play and adapt to your opponent's strategy. In the case without inherent card draw abilities, let's say we are going with the most common ones: A total of 6 cards combined of Bad Santa and Bazaar.
    • 2 - Item destruction
      Many decks rely on powerful items to carry out the deck strategy and or greatly support it. Leaving items unchecked can be devastating. For this example let's go with the assumption we are playing Shadow and don't have inherent item destruction: 3 Shriek, 3 Acid Jet.

    Ok, now that we got the basic idea and some examples, let's throw together a complete deck and see how easy it is to adapt certain aspects we might not be satisfied with. I am playing pure Wulven, so we will take this as our example.
    Let's say in addition we want:
    • 3 - Heavy Artillery
      After a board wipe I want to be able to play a creature that my opponent is forced to deal with, otherwise he is in big trouble. 4 Behemoth, 2 Shadow Knights to resurrect my Behemoths if killed.
    • 4 - Dependable creatures
      Allies are the bread and butter of most decks. I want some durable and efficient choices. 3 Keldor and 3 Thaddeus.
    • 5 - Creature control
      50% of all my games I will start second, giving my opponent the advantage of being able to get creatures out faster than me. I want some creature removal to deal with this! 3 Now You are Mine, 3 Captured Prey.
    • 6 - Survival
      I don't want to die easily to Eladwen death race decks. 3 Regeneration, 3 Full Moon should help with that.
    Last edited by Cruxx; 11-19-2011 at 11:38 AM.
    Conceptual stuff
    The Rule of Six - Building and reviewing a deck.

    Behold my Wulven decks
    Wrath of the Wulven - Making the most of your Moonstalker!

  2. #22
    Senior Member Cruxx's Avatar
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    Quote Originally Posted by masonti View Post
    I did enjoy this post, as a fairly new player to CCG.
    Awesome, goal achieved!
    Conceptual stuff
    The Rule of Six - Building and reviewing a deck.

    Behold my Wulven decks
    Wrath of the Wulven - Making the most of your Moonstalker!

  3. #23
    Senior Member Brontos's Avatar
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    That's totally not how I build my decks.
    But it's always nice to read someone else thoughts on the matter.
    -brontos

  4. #24
    1.27 Tournament Champion Raphael Majere's Avatar
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    Long time no see, Brontos...

    About me: An Interview
    About my guild: Warriors of the Blue Phoenix

  5. #25
    Member Dunkelengel's Avatar
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    Testing to make sure I got concept. Test deck is Amber as we know she is not the best in 1.28 and this is strictly for proof of concept.

    Here is the deck:
    http://shadowera.gondorian.com/deck/....2se138.2se157

    Goals:
    1) Early Board Presence
    2 Kristo
    4 Puwen

    2) Control
    3 Jasmine
    3 Retreat

    3) Protection
    4 Bridgette
    2 Aeon

    4) Draw
    4 Blood Frenzy
    2 Bad Santa

    5) Hero Attack / Defense
    4 Jewelers Dream
    2 Kings Pride

    6) Item Removal
    2 Smashing Blow
    2 Misplaced
    2 Kristo (Remove Durability)

    Extra slots-
    3 Aldon

    Is this what you are talking about?

  6. #26
    Senior Member Cruxx's Avatar
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    Quote Originally Posted by Dunkelengel View Post
    Testing to make sure I got concept. Test deck is Amber as we know she is not the best in 1.28 and this is strictly for proof of concept.
    [...]
    Is this what you are talking about?
    Almost, let me clarify some misconceptions you seem to be having.

    Quote Originally Posted by Dunkelengel View Post
    Goals:
    1) Early Board Presence
    2 Kristo
    4 Puwen
    If we define "early board presence" as having something to play in turn 1 or 2, jeah this would be the absolute minimum. Remember that your total amount of cards drawn is low in the beginning of the game, so in order to maximize the chance of getting something you want in turn 1 or 2 you might want to increase the number of cards. (VI - Going to Extremes aka Very early and late Game Goals)
    You are adding 2 more Kristoffers later on which makes the mix much better, but more on that later.

    Quote Originally Posted by Dunkelengel View Post
    2) Control
    3 Jasmine
    3 Retreat
    Using creatures as control cards you should keep in mind that they are delayed for one round (they enter the game exhausted), thus they are less effective early on but great long term, since they will stay in the game until killed. In this specific case you would need to try out if Jasmine's delay is acceptable to your overall theme or not.

    Quote Originally Posted by Dunkelengel View Post
    3) Protection
    4 Bridgette
    2 Aeon
    Jeah, perfect example for creature protection.

    Quote Originally Posted by Dunkelengel View Post
    Spot on.

    Quote Originally Posted by Dunkelengel View Post
    5) Hero Attack / Defense
    4 Jewelers Dream
    2 Kings Pride
    These would be two goals, not one. "Items" itself isn't a goal. "My hero staying alive longer" and "Having something to enable my hero to attack" would be the two different goals here. To that end you would need to decide on one and switch the remaining cards accordingly, e.g. 2 more weapons since an Amber without weapons would not utilize her hero ability successfully.

    Quote Originally Posted by Dunkelengel View Post
    6) Item Removal
    2 Smashing Blow
    2 Misplaced
    2 Kristo (Remove Durability)
    Counting Kristoffers as item removal is an interesting choice. Sure it can work, but how many times have you actually used a Kristoffer to get rid of the last point of item durability? I wouldn't see it as an overall dependable goal for that creature.


    I don't play Amber, but one of the possibilities to adapt here would be this.

    1) Early Board Presence
    4 Kristoffers
    2 Birgitte

    2) Control
    3 Retreat!
    3 Crippling Blow

    3) Strong mid-cost creatures
    3 Jasmine
    3 Aldon

    4) Draw
    4 Blood Frenzy
    2 Bad Santa

    5) Hero Attack
    4 Jewelers Dream
    2 Berserker's Edge (if it works with Amber's ability, otherwise another weapon)

    6) Item Removal
    3 Smashing Blow
    3 Misplaced

    3 Freebies:
    1 Birgitte to increase chance for early game presence and
    2 Aeon as fallback creature protection late game. Also together with our 3 Birgittes they still provide a chance for creature protection throughout the game.

    If we for example would like to keep the King's Pride, I would suggest going "Buffing my creatures" and use 3 King's Pride and 3 Aldon to meet this goal. King's Pride would be a good choice, because it also promotes the goal "hero defense" to some extend.
    Same for Jasmine, she is simply a great creature for a cost of 3 plus she provides creature control as already mentioned by you.

    Using cards that support multiple goals can be really effective. Also remember you don't need to set 6 basic goals. Feel free to keep the amount of basic goals lower and add more cards to support the remaining goals.

    Hope that made it somewhat clearer.
    Last edited by Cruxx; 11-07-2011 at 05:55 PM.
    Conceptual stuff
    The Rule of Six - Building and reviewing a deck.

    Behold my Wulven decks
    Wrath of the Wulven - Making the most of your Moonstalker!

  7. #27
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    Amber is in a bind, weapons wise. Neither Beserker's nor Mourneblade work with her ability. Dimension Ripper works, but you know the drawbacks to that one.

  8. #28
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    Berserkers Edge is actually amazing right now with Amber.

    Let's look at the damage change..

    1/2/3/4/5 = 15

    3/3/3/3/3 = 15

    It didn't. The consistent 3 is much better in my opinion. It hurts allies suiciding into you much more.

  9. #29
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    Huh. Never looked at it that way.

    edit: Dual wield is good for her too. Although the +1 when dual wield is in play does not stack, the +1 the weapon gets when it returns to play after destroying dual wield does stack.
    Last edited by Ringel; 11-07-2011 at 07:04 PM.

  10. #30
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    First, I love the idea and it's a really well written piece Cruxx.

    Second - I've been playing with the concept on Rogue heroes. I did this because I feel it's the general consensus that they're "auto lose"and I love the idea of the rogue, I just feel like the implementation isn't quite done. Any tips for a rogue deck using the Rule of Six?

    Either hero is good.

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