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After playing more and more games with the demo decks and OCTGN, I always notice whoever had more cards/quests to draw cards chances of winning skyrockets.
Almost every game I play, your down to a few cards like after turn 3 because your dropping 2 cards a turn (resource + card) and potentially much much more (weapons/armors/rush allies/spells/etc.)
I forsee that cards like Parvink is going to be really freaking awesome and dare I say, staple? while cards like Mias (When Mias enters play, target player discards a card.) will be quite formiddable, even if it has crappy stats.
Control decks are going to wreck some havoc I tell ya.
H/W
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Official Level 1 YGO/VS/WoW Judge/Player Management
I agree with you. It seems that whoever is able to do more 2 for 1 card deals ends up winning most of the time. Even the UDE employees that I met were saying how good Parvink is. She's a 2/2 protector that gains card advantage? that's nearly a 2 or even a 3 for 1 card there (draws one, probably at least kills 1, maybe 2 opposing allies).
I think that we should also take a long look at equipment now. In essence, it's reusable damage prevention and generation for the cost of only resources, leaving more cards open for allies/abilities and such.
Card Advantage is extremly important in Janky decks, such as the demo decks. But as you approach well constructed decks where all the cards are good. Then less card drawing is required.
The perfect example is VS. On the surface the Squadron Deck that discarded cards and just dealt with what you drew sounded pretty pathetic. But after some play testing and some fine tuning it was the most prevalent deck at the LA Pro Cicuit and almost won the whole thing.
For those who dont know, the basic mechanics were all triggers thaht occurred when your hand size was empty. And it thrived on placing useless characters face down in your resource row to keep your hand empty.
Card Advantage is extremly important in Janky decks, such as the demo decks. But as you approach well constructed decks where all the cards are good. Then less card drawing is required.
The perfect example is VS. On the surface the Squadron Deck that discarded cards and just dealt with what you drew sounded pretty pathetic. But after some play testing and some fine tuning it was the most prevalent deck at the LA Pro Cicuit and almost won the whole thing.
For those who dont know, the basic mechanics were all triggers thaht occurred when your hand size was empty. And it thrived on placing useless characters face down in your resource row to keep your hand empty.
I think you've got it backwards. Squadron is the jank deck, it's built around a gimmick that is totally ludicrous on the surface. The difference is that it was strong enough to be in actuality very, very powerful, so powerful that it threw the entire game out of whack. It can be compared I think to Yata-Garasu in YuGiOh- a cute idea that grew sharp, carnivorous teeth and got way, way out of hand. Once you shut down the gimmick (which clever deckbuilders eventually did by using Slaughter Swamp to return cards to the Squadron player's hand), it's not a very good deck at all. Which is why you don't see it played anymore.
VS. is a bad example of the importance of card advantage anyway. For one, there's an inherent card advantage built into the game, since you draw two cards each turn and the ones you set as resources are usually not dead, thus your resource row is like a second hand. Also, as Alex Brown noted, search effects are so common in VS. that actual card advantage is inefficient- why draw another random card when you can pluck the one you need right from your deck?
WoW, however, has neither of these factors, so card advantage will once again be a factor. This is especially true in the face of control decks which will go card for card against the opponent until they achieve victory in the long run. A deck like that needs card draw so that they keep going when their opponent has run out.
Ask me why Tauren babes are always smiling...
"What they're basically saying is 'Playing with my 40 mates for Five hours is too much. I hate those guys.'" -An acquintance on cheating through raids.
Card Advantage is extremly important in Janky decks, such as the demo decks. But as you approach well constructed decks where all the cards are good. Then less card drawing is required.
The perfect example is VS. On the surface the Squadron Deck that discarded cards and just dealt with what you drew sounded pretty pathetic. But after some play testing and some fine tuning it was the most prevalent deck at the LA Pro Cicuit and almost won the whole thing.
For those who dont know, the basic mechanics were all triggers thaht occurred when your hand size was empty. And it thrived on placing useless characters face down in your resource row to keep your hand empty.
I don't get the example...the squadron affiliation is built around having no cards. What you said doesn't hold true for anything else.
H/W
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Official Level 1 YGO/VS/WoW Judge/Player Management
VS. is a bad example of the importance of card advantage anyway. For one, there's an inherent card advantage built into the game, since you draw two cards each turn and the ones you set as resources are usually not dead, thus your resource row is like a second hand.
that pretty much sums it up. A better example would be magic, where you draw a card but usually end up using two a turn. in magic, Cantrips are good, yeah, but they're not amazingly game breaking. The whole "as the decks get better, card advantage is less important" idea is completely plausible though, cards in better decks tend to do a lot more than cards in janky decks.
Card advantage has always been important in CCGs. More cards = more options. He with the most options has the best potential to win! Quests do a decent job of getting you some more cards but watch for cards that have more flexibility like Parvink to become very big cards.
Elysae - L70 Shaman on Thorium Brotherhood US My Trades - not much right now
Card advantage has always been important in CCGs. More cards = more options. He with the most options has the best potential to win! Quests do a decent job of getting you some more cards but watch for cards that have more flexibility like Parvink to become very big cards.
Something non-VS related that I actually understand, and agree on. ^__^
The thing with cantrips like Parvink is that they're basically really, really good quests.
If you had a quest that was "Pay 3 to flip during your turn: Put a 2/2 protector named Parvink into play" would you play it? Hell yes!
Along the same lines, if, on turn 4, you tap your 3 resources in play, play a Parvink, and put the card you drew into your resource row, you're basically getting the same thing.
Can't really compare this to Magic either. Suffice it to say that, since you control the resources rather than your deck, you can never really get 'mana screwed' - and will be keeping up a steady stream of played cards. Card advantage was already fairly important in Magic, even with the possibility of mana screw. In WoW, where you'll always be able to put down a 'land', it becomes almost crucial.
Card advantage has always been important in CCGs. More cards = more options. He with the most options has the best potential to win! Quests do a decent job of getting you some more cards but watch for cards that have more flexibility like Parvink to become very big cards.
I was going to put "Before you guys say anything, of course I realize that card advantage is important in every game, but more so for WoW." at the top of the first post but nah, forget it.
H/W
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Official Level 1 YGO/VS/WoW Judge/Player Management