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Curve means that each turn you plan to get the most out of your resource points by hitting each and every drop you can. That also makes playing the character that matches the resource cost one of your best plays, since rarely do 2 smaller characters offer as much power and field position as one really big character.
So, with characters of lower costs offering more search and set up options it is almost guaranteed to be the correct decision to establish early field presence. The END lost from even 2 turns of unanswered 1 drops attacking can cost you a game.
You could argue the exact same thing for the six slots you devote to hitting 1-drops. Drawing into those excessive 1-drops past turn 1 instead of a search card or a key plot twist can also cost you a game. You can't honestly believe that saving roughly four to six endurance every game you hit your 1-drop on turn 1 (which you'll do 48% of the time and 68% of the time with a mulligan) will be a deciding factor often enough to warrant six slots. The card economy you lose by playing 1-drops that serve no purpose after turn 1 can often cost you a game.
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As for the 9 and 10 cost characters, it is plainly written 0-4, meaning that you can play as many as 4 before it actively hurts you. In theory, few decks would run 9 or 10 drops any way, but depending on the deck, obviously you could. Since they are rarely searchable characters any way. And, depending on your deck's strategy, you just might need that extra couple of copies to hit on time.
This statement is incorrect. Playing more than two copies maximum of a higher drop will alter your draws significantly. What happens if you run four 10-drops, and you draw two of them before turn 9? What purpose do they serve, other than to sit in your hand and stare at you? Wouldn't you rather be running cards that actually do something before ten turns have passed? This arguement isn't one of consistency, but of efficiency. Is it really efficient to run up to four copies of a card that does nothing the first nine turns of the game? If your deck plans to run anything higher than an 8-drop, it's assumed that it's a stall or control deck, so it's extremely vital that it gets set up in the early turns. Those extra 9- and 10-drops do nothing to accomplish that, and simply clutter your draws and serve as discard fodder.
You also say these high-cost characters are "rarely searchable characters any way," which couldn't be farther from the truth. There are plenty of affiliated 9-drops which you can Enemy for, and even if you want that unaffiliated guy then you'd be a fool not to incorporate an effect that could search him out (STTG) if he's your win condition.
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There are more than a couple of decks that benefit from running more than 2 eight cost characters, for instance Grey-stall, which is a curve deck for the most part, or Mental Kree, which again Curves until turn 8 when it puts out a flood of 8 cost characters.
Mental Kree? Is that even a real deck? Even if it is, it doesn't sound like it could stand up to a competitive environment, so it's not a good example of what we're talking about; effective curve ratios. Last I checked, Jean Grey decks ran two copies of Jean Grey to ensure that if you got one removed somehow, you still had a win condition. They then followed that up with an Onslaught. It only supports my advice that more than two copies of any character that costs 8 or more is a bad idea.
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The increased amount of search in the game makes it easier on teams that have access to all of the search. Not all players however have those resources, and because of that, those players are encouraged to use the formula that my detractor has called in to question.
If you bothered to read the first post, the thread starter was talking about teams that have access to their own team-stamped tutor plus four Mobilize or Enemy. If you're referring to plays themselves who don't own enough cards to play an optimal build of a deck, then here's my rebuttal; the worst mistake you can make in TCGs is building a deck around lack of resources. Don't have four Enemies? Then don't build a deck that would benefit from playing four Enemies. By trying to "build around" a lack of card availability, you're crippling your deck's performance. A deck with two Enemies will never ever be as good as a deck with four. If you're trying to build the best deck possible, then you need to use the best cards possible and not limit yourself to what cards you actually own. If you find that you can't build your deck with the product you have, you have two choices; buy it or build something else. There's absolutely no valid arguement for building a deck with less than optimal cards and claiming it's just as good as it would've been had you had access to 4x of ever card in the game.
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And I went back and re-read this thread again, and you know what? I really don't want to start my New Year off arguing with some kid.
Why do you resent arguement so much? When it's civilized and constructive, arguing accomplishes great things; it weeds out bad ideas and promotes the good ones. The reason people don't like arguing is because their stubborn attitudes and pride forbid them from admitting that once in a while, they may be wrong. So, my only explanation is that you have an ego complex. I won't even touch on you belittling me due to my age, because it apparently makes you feel better about yourself when you find a scale on which you rank higher than someone else (a scale which, I might add, neither of us has any control over.)
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but the reality of it is that lots of things work in this game.
If that's true, then why does running bad cards and unbalanced ratios not win tournaments? Why is the player who wins the PC or a 10K always running optimal character ratios and not cards like Death Times Five or Controller Sanction.
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You have four enemies? Good for you. The other 8,000 readers might not. So for them, they need a feasible alternative, and if they try this and like it, good for them. MAybe once they have 4 enemies and 4 mobilizes and 4 wild rides they can do all of that other stuff. Until then, why not focus more on developing and less on trying to instigate?
This thread has nothing to do with card availability. This thread is about what the optimal character ratio is for a team that has access to eight tutors. My statement still stands; building around lack of card availability will screw you over. There are decks you can build that don't require four Enemy or four Mobilize, so if people don't have access to certain cards then there are alternatives that don't require extremely unbalanced character ratios. If you want me to focus on "developing" instead of instigation, you should examine your own impact on this thread first. The only thing you're "developing" is bad deckbuilding habits for players who may be new to the game and might not know better. I'm just trying to show people that playing 36 characters in a curve deck and four 10-drops isn't a good idea no matter how you present it.
I NEED to run more late drops than most so I can get the most out of Amazing Spiderman. Currently I'm running the following curve with Mobilize X4 and SttG X2. For some reason I seem to be hitting drops less than I was pre-Mobilize. (I know this is statistically impossible, it just seems that way)
Spider, Just as has been said many times over, I guess you have your thinking, right or wrong, and i have mine. When you and I play, let's just see what happens, ok?
Until then, stop trying to start stuff on the internet. Your opinions, and they are just that are not invalid. Stop acting like a little kid and acting like any one else's are either, ok?
The original poster asked a question that many other new players might find an answer to useful as well.
For those newer players, a progressive climb in to their investments is likely to keep them around long enough to eventually invest in the high end cards.
I will say one more time, it is a new year. You got annoyed a while back because you felt I was being condescending. Don't start none won't be none, they say, ok? I'd like to have a wonderful year free of aggression on the boards, and I'd like that to start here.
Noway, I've won with 61 and will continue to do so. I've seen WAY too many people lose at events because they were under the card limit. Hell, at 10K NY i won my 6th round match because a judge found a random card on the floor and found the player it belonged to.
I'll live with the extra .05% of not hitting a card I need.
For my Spiderfriends/ Xmen deck, I used fun tricks like Madam Web and Longshot and with xmen recovery tricks, the hand was always full. I also used Jean Grey Phoenix Force and Dr. Light (6 drop, turn 9, due to Spider stall usually, and team up Fearsome Five with a clone saga in play, then dump your hand to Spiderman and get back everything you discarded...good times :) ) I've seen more recent builds rely on Avalon and Slaughter Swamp with Reconstruction Program and the teen titans card that's name escapes me to reuse a discarded 8 drop.
And as for the 9-10 drop issues, recount and be amazed at how there are zero affiliated 10 cost characters in VS. Combined with the unaffiliated 9 cost characters, there is a large difference between those numbers.
And, when playing a deck in say for instance a multi-player game, beating one person very quickly rarely allows you to defeat the others as quickly, forcing you to play for a longer game. And, in a multi-player game, having you late game drops is much more important.
thanks man, I just laughed so hard the soda I was drinking shot out my nose.
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Does anyone know what the percentage difference of hitting a particular card when you have 3 copies instead of 2?
Depends on when you plan to draw the card, and if you are going to mulligan for the card. I'll just assume you are NOT going to mulligan for the card. I'll also assume a 60 card deck:
thanks man, I just laughed so hard the soda I was drinking shot out my nose.
Depends on when you plan to draw the card, and if you are going to mulligan for the card. I'll just assume you are NOT going to mulligan for the card. I'll also assume a 60 card deck:
No. Like I said before, talking to you is like talking to a wall. I guess if you want to defiantly stand by your ignorance, it's fine with me. Just don't spread it around, because you seem just as concerned about new players as me. We wouldn't want to give them the wrong impression about what deckbuilding tactics are actually good, now would we?
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I'm waiting for tchalla and spid3rman to comment on a heavier late game curve, you and I get plaenty of room do disagree over in Modern Spiderfriends.
This situation is different, because your high drops are acting like plot twists. It's like running 4 Phantom Stranger in Shadowpact even though he's a 7-drop. I'd probably prefer to use recursion effects to reuse Spider-Man 7's effect, but if running multiple high drops works then that's fine. What tchalla and I were debating was a standard curve for a mono-team that had access to its own tutor without regard to special situations like Spider-Man 7.