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I've just started playing this game and I have seen decks with 3-4 of each card in there. Why is this needed? You can only have one of each out. I know of power-ups, but I would think the wasted space could be used for other cards that could make a cool combo or work together.
What is your opinion on this? How many of each character card should you run in a deck? Also, what ratio of plot twists and locations/characters would you run and why?
From your early statement it appears that you feel it would be wise to only play 1 of each card.
Is that so?
Most ppl play more than one copy of each card so tht it increases their likelyhood of drawing that particular card.
In terms of characters, you can play ratios that you feel are wise, but the characters that are important in your deck should have more copies than other characters, mostly excluding high drop cost cards.
As a rule of thumb - the more important the card is, the more often it should be in your deck.
1 of each card would be crazy IMO. But, I don't see the need for 4 of each character. Sure, your chances of drawing it go up, but once you draw one, unless it gets killed, thats all you need.
Also, nobody has given me the ratio of character/non-character they use. I'm really looking forward to seeing what people's opinions and reasons are for using their ratio.
You use more than one because the game only goes about to 6 or 7 turns. You see a tiny portion of your deck. While you could in theory draw all 4 of the same card, it's just not likely.
As for the ratio, it varies depending on the deck you play.
Are you calling me arrogant? I clearly stated I was a n00b. You on the other hand come around and state that all your games are over in atleast 7 turns. Now who sounds arrogant? The next time you use a big word that you just learned in school, it would be wise to look up the meaning of it. Maybe that way, you won't make yourself look like a fool.
Prime, its cool. To be honest, Raven is right, I'd have to say that 90% of the games in tournaments and casual play alike end on turn 6 or 7. Don't forget to calculate stun damage and breakthrough loss. Actually, lately I've seen games hitting turn 5 win more and more often. Its all a matter of how the damage stacks up- its exponential, typically, with a pattern that alternates depending on who has initiative. As the game continues, the stakes increase. Typically, the 7 drops are the characters that end the game. Wolverine's Beserker Rage hits for a terrible 30 damage, or SubMariner keeps hitting over and over, or Professor X exhaust a character for 12 damage, or Anihillus stuns a character then attacks... Which is why it is so important that you draw that 7 drop.
Anyhow, here's an example of why you might play 4 of a character in your deck: 4 Sabertooth: Feral Rages- I really want to draw this guy because he is a powerhouse. If I draw two, its not that big of a deal, because I have to discard a Brotherhood character to play him anyways. X-Men has a lot of character discarding, and there's always Cerebro. There's ways to cycle through the characters in your hand, but it is better to raise the probability of drawing the characters you want.
Rather than having 1 Nightcrawler, Cyclops, Bishop, Archangel, Avalanche, Pyro, and a slew of other 2 drops, I'd rather select a character that suits my deck. Say I'm playing a deck that is working toward effective team attacks. I pack 3 or 4 Cyclops. Wanting to do some direct damage early on? I go for 4 Pyros. When I draw multiples of that character, sure I wish I had drawn a different card, but I know it is better than not having the character I want.
In the average game, you'll draw 20 cards or less- since we've established that games last about 7 turns (well, at least until DC hits stores, you'll be drawing more card then). That's one third of your deck. So, if I really want to see- say... Doctor Doom- I'm going to pack AT LEAST three copies of him. Probably more. Then, I'm only giving myself the odds to draw him once a game, and that could come early or late.
Anyhow, hope this has helped you gain some insight to how packing multiple characters helps, and also why games don't usually go too long.
I agree with Ravenclaw too. To add to what Latuki Joe said, the people who created this game designed it to last only for a couple of turns. Therefore they have created cards like Apocalypse, Onslaught, and Dark Phoenix. If you look them up, you can tell they all are too powerful but that's because they can be only recruited after turn 7.
You increase the number of copies of cards to get a better chance of seeing them in the game when you want. VS also has the benefit of the "power-up" which is probably the most consistent use of giving your characters an extra boost. A boost that can be used for both ATK and DEF and both when you are an attacker or a defender is quite reliable.
In fact, the deck known as Lost Brother/Big Brother relies on the power-up and abuses it with Avalon/Lost City.
I always use the formula I've learned from Magic, and it applies to pretty much any CCG. I'll paraphrase it for VS.
4 (or maximum) copies of anything you would like to see in youir opening hand and/or early game
3 copies of something you would like to see but not necessarily in your opening hand
2 copies of something you would rather see late game.
1 copy of something you can search for in specific situations (Toolbox type decks)
More than 4 (ARMY) copies, really depends on versatility and the synergy of your deck.
Of course these are just guidelines, they should be adjusted after playtesting by all means.
I understand. The only play I have gotten was with the starter decks and thus 3-4 of each character was not present. Games would go much longer than 7 turns for me and my opponent. But I can see how having 4 of a card would be good. I'm mean, I've played many card games and well part of me thought VS would be different because you might not need to have 4 of each character card in your deck. I would just think that with a 60 card deck, lets so you go, 40/20 characters/PT's and Locations, you would only have room for about 10 unique characters. But I guess, now that I think about it, having atleast one of each on the field would be good.
What I'm wondering now is how people make decks, I mean, do they go, "Okay, I need a one cost character, then a two cost, then a three costs..." or do they go, "Okay, lets have 2 one cost characters, 3 two cost characters, etc."
Also, I'm still wondering what ratios are good to use for characters/PT's and locations?
well prime a lot people come up with an idea to base there deck around, so that depends. as far as a standard build for a deck that depends on the person.
since most games only go 6 or 7 turns, i exclude high anything thats more than 8. it just rarly sees play. as far as ratios go it depends on the deck. are you going to play F4 with equipment or brotherhood whichi is heavy on locations.
for me my decks never have more than 28 plot twists/locations/equipment. as for character cost ratios i try for around:
7 cost: 2 - 3
6 cost: 3 - 5
5 cost: 5 - 6
4 cost: 6
3 cost: 3 - 5
2 cost: 3 - 5
1 cost: 4 - 6
at most that would be 36 charaters. leaving 24 other cards. i tend to have 2 of each 6 or 7 cards. then for the lower 3 or 4 each.
this is to Ravenclaw. those kind of posts are uncalled for. this is suppose to be a friendly forum. so leave the bad mouthing for another place.