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Okay, this is from another thread but I want to talk about the concept it exposes.
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Originally posted by spid3rm4n ... the most PLAYED decks or the ones that are actually GOOD?
AGL is not a good deck. No, I am not just saying this because I hate losing to it, because for one I rarely do and I tested the deck pretty well when it first appeared on the boards. With a good draw, it is unstoppable. There is nothing your opponent can do when you have 3 and 5 drops two turns early. However, if you don't hit that good draw, you don't stand the chance of winning against stall or control decks, and other rush decks love swinging into a completely open field.
Argue all you want, but the reason this deck makes top 8s but never wins major events (PCQs don't count) is because in the end luck loses to consistency and a better player.
Now, for me, AGL is as good of a deck as I have ever seen. I rate it as good as Wild Vomit actually. I guess I count my good points differently.
Is consistency really the deciding factor? Again, for me, AGL's versatility makes it better than anything else. You can build it your way, and it will still win its share. I like flashy wins, and it is flashy as all hell. I like to get done with my match in time to view the rest of the tables. AGL likes that too. Personally, I really enjoy beating people with luck. I enjoy it alot.
I guess AGL is my definition of a good deck. Fun, fast, funky, and luck-dependant.
Is consistency really the deciding factor? Again, for me, AGL's versatility makes it better than anything else. You can build it your way, and it will still win its share.
It's not a versatile deck in the slightest. It does one thing: abuse Chomin to make Anti-Green-Lanterns exceptionally cost-effective so you can win quicker. That's ninety percent of its win right there; everything else on top of that is just butter.
If it were a "versatile" deck, it would have a way to win without Chomin being present, and barring a horrendous draw by your opponent, not seeing Chomin by turn two equals a game loss for the deck nine times out of ten.
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Personally, I really enjoy beating people with luck. I enjoy it alot.
Which is valid, because, hey, the point is to have fun. I'm pretty sure, however, that the majority of VS players would rather say "I like beating my opponent with skill" - whether said skill is in deckbuilding (building the perfect idiotproof blitz build) or play (working with an intricate New-School-flavoured stall deck) or both - because for most people, winning more makes the game more fun.
Near the end of Common Enemy's original reign, I used to determine what a Tier One deck was by whether or not it could beat CE.
Nowadays, I think that should be done for AGL. If you are planning on playing Golden (or probably Silver) competitively, you damned well better be ready for it. If you can't beat it, you probably shouldn't even show up.
The question I always had was whether or not Common Enemy itself was tier one (which carries over to AGL now). Finding out whether or not it can beat itself is just retarded, obviously. I think the answer is that, since it has the best chances of beating every single deck in the format with a good draw, it takes the tier one spot.
Nowadays, I think that should be done for AGL. If you are planning on playing Golden (or probably Silver) competitively, you damned well better be ready for it. If you can't beat it, you probably shouldn't even show up.
The question I always had was whether or not Common Enemy itself was tier one (which carries over to AGL now). Finding out whether or not it can beat itself is just retarded, obviously. I think the answer is that, since it has the best chances of beating every single deck in the format with a good draw, it takes the tier one spot.
Although I agree with the point that a tier one deck these days has to be able to beat AGL, I think Glock probably trumps it for "best chance of beating every single deck with a good draw" - and also for "best chance of recovering from a bad draw against an even matchup."
I think the players is waht defines a good deck. each player thinks differently and therefore might think one deck is better than another deck. one player might have a personal deck that he/she tihnks is good that others might think isn't. I know the current Meta has a deciding factor on what decks are good.
To answer the question "What defines a "good" deck?"
The perception or perspective through each players eyes defines what a good deck is.
Originally posted by Uno Let's get real here, consistency has on every top event to date. If it's not such a deciding factor, I think TNB would still be the #1 deck.
To be fair, just about every deck in the meta right now is trying to be TNB. TNB fell out of favor due to a meta-shift toward board control and early game off-init tricks. Sure, consistancy had something to do with that, but it wasn't the only factor.
Most of us want to play a deck that does the same thing, ultimately the BEST thing, every time we play it. Consistancy makes us feel safe and takes alot of the mental effort out of playing the game. It allows us to make it all the way through a tournament without cracking under the pressure.
On the other hand, there are a growing number of us that simply would prefer to win spectacularly in the first 4 turns or lose and go hang out until the next round. For those of us in category 2, AGL is the best thing since to happen so far in the history of the game.
Well, at least since we found out that we can't use Human Torch's ability more than once a turn. Pay 48 FTW! :)
[quote]Originally posted by chdb
[b]It's not a versatile deck in the slightest. It does one thing: abuse Chomin to make Anti-Green-Lanterns exceptionally cost-effective so you can win quicker. That's ninety percent of its win right there; everything else on top of that is just butter.
If it were a "versatile" deck, it would have a way to win without Chomin being present, and barring a horrendous draw by your opponent, not seeing Chomin by turn two equals a game loss for the deck nine times out of ten.
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You do not need chomin to win, AGL ( or at least the version I play ) can win through beats or burn. I can keep AGL's with Chomin or M&M or I can use them to burn with die for darkseid or use them to search with emerald dawn. Chomin of course helps alot by keeping either an AGL or a Xalarap but he isnt what wins you the game, I have won with only 1 pumps and no chomin and I have beaten Glock and Xstall through burn since I can never attack =\ IMO this is the best deck in either Golden or Silver because nothing can beat it but itself by drawing horribly. Even then it can do OK.
Originally posted by FULLMETAL This is kinda off topic, but how is AGL supposed to work? I've been away from the game for 9-12 months so I know nothing about.
-FULLMETAL
Turn 1: Play a 3 Drop
Turn 2: Play a 3 Drop and a 1 Drop, burn for 1
Turn 3: Play a 5 Drop
Turn 4: Drop whatever it takes to burn/beat your opponent into submission.
Turn one: Chomin (or AGL if you have three of them)
Turn two: 2 AGL or 1 AGL and Ring for Chomin. Chomin starts stunning an AGL to keep it around.
Turn three: Xallarap. He gets stunned by Chomin and stays for turn four.
Turn four: Felix Faust. The opponent will not want to stun him, but Chomin can in a pinch. When his effect goes off, you often don't need to go to turn five if you have enough pumps.
Turn five: Another Faust, or Fiero, or... Tattooed Man, Living Ink.
Okay after reading Felix Faust, this deck sounds almost too good. Though from reading about, a bad starting hand screws it over. What is considerd a bad hand for this deck and how often does do you get this "bad hand"? And how do you get at least three AGLs in you KO'd pile? Is it just from the fact that you can only recover one stunned character a turn or are there other cards in the deck that do it?