Ok Dave and Craig, I'm going to need some help getting going with this game. My first question is about deck construction. What kind of proportions should I shoot for? 1/2 character, 1/2 support cards? Should I tend to stack more low drop cards and less high drop cards or keep them even? Is it wise to put cards in from different teams or should I keep it more pure?
Keep in mind, I have mostly WoS cards... Which ones should I be looking out for in that set that are good?
Another question.. Does Wild pack's ability stack if you have multiples in play (since they are an army). Say I have 4 WP in play and do a team attack, do I get +8 to my Team attack for a total of 10? If it does stack, I could see using a bunch of these with cards like "big bully" and "no fear." Would that be at all effective?
Post by warlord1985 on Dec 28, 2005 16:57:12 GMT -5
OK! VS is an amazingly awesome and complex game, lets get started.
Deck construction: Decks are at least 60 cards, but can be more. Its generally best to have 60. I generally shoot for around 30 characters. In a curve deck( a deck that follows the drop sequence each turn per resource count) I generally follow this nice chart 6-8 2 drops. 6 3 drops. 6 4 drops. 4 5 drops. 4 6 drops. 3 7 drops. 2 8 drops. Thats a little more than 30, but after you make the deck and see how you draw you can tweak your character curve.
Now notice that I did not include 1 drops. 1 drops are very selective in a deck. Unless you are running alot of them, (army guys), or a very useful one like Boris or Alfred, then you don't necessarily run 1 drops. They are easy to miss, and once you get past turn 1 they are generally dead cards in your hand.
Now for the other cards in your deck. Plot Twists are very important. They provide any type of help from search to atk and def pumps to tricks and negation. Generally if the team you are playing has a character search card you want to play it to help if you are missing part of your curve. Next up are generally pumps. Cards like Flying Kick, Mega Blast, No Fear, and Savage Beatdown are all good atk pumps. Good defensive pumps are Acrobatic Dodge. Acro. Dodge is basically the best in the game, and unless you are playing a specific team that has another type of def. pump like Spiderfriends's Spider Senses, then you will probly be playing Acro. Dodge.
Thats basically a beginners course in deck builidng right there. A basic curve and some pumps. If your deck has any cool tricks it can do we'll see.
In regards to your other questions Wild Pack I believe stacks.
Other win conditions include Rigged Elections, Xaviers Dream, The Prophecy Fulfilled, 7 Drop Sinestros Power. They all allow you to essentially win the game by not fullfilling all the rules of winning.
Good sites to go to for VS info are Metagame.com, VSuniverse.com, vsrealms.com, vsparadise.com. Look up articles and read about different things, it will give you some helpful hints about the game. Also reading the FAQ's and general policy is good too. That can be found at UDE.com.
Don't worry too much about cards tho Matt, I'm working on that for you as we speak.
Thanks for the help! I am working on putting together a Sinister Syndicate deck first since it seems pretty straightforward -- High attacks, low def and the ability to easily pump attacks.
That wild pack army is kicking around in my mind too if I manage to get 25-30 WP cards (and I did see that ebay has them for $.19/card **Evil Grin**. I will probably need plot twists which allow things to ko stunned characters and run through my deck quickly so I can keep playing cards.. I'll go through them fast if I can put a bunch down in one turn. I downloaded the BP files for VS, so I'll start to see what cards are out there.
I'm mostly a marvel fan. The teams that interest me, at least from a comic book reader perspective (since I don't know how they play really) are: x-men, Brotherhood, Sentinel and Avengers.
I picked up 10 pack of Marvel origins the other day and played a bunch of games with my buddy on new year's eve. We even managed to make a few small (40 card) decks and have at it. I got my behind kicked repeatedly with an x-men deck, though I'm sure we were missing some things.
You said before that most of the time a deck will get off a win combo on a specific round. We never made more than round 7 or so, but I didn't find that a super combo was the reason... the endurance just sort of petered out at that point.
Free days are generally on every other weekend, this coming weekend being the free one.
Weekdays are bad during the week, though during breaks, I may be able to come out to the west side.
Observations: Having the initiative is big. Big. BIG. Generally, the person with the initiative laid waste. Then the other person did the same on the next round. Ususally the person who won the game was the last one with initiative.
Post by warlord1985 on Jan 4, 2006 21:54:44 GMT -5
Xmen has really one way to play, straight beats. They did have an X-stall build, but it really was never that good, and its annoying to play against. I did get alot of Xmen cards for you as well.
Brotherhood has many ways to play. They have "The New Brotherhood" build which relys on the plot twist called the new brotherhood. It uses the 4 resource build and a bunch of weenies to swarm while dishing out alot of damage. They also have Big Brotherhood, which is more of a curve build that focuses on larger characters, and the incredibly broken Avalaon Space Station/Lost City combo. It uses alot of characters with the same name and allows for multiple power ups with Lost City. I own a Brotherhood deck that focuses more on burn endurance loss, which Brotherhood does really well.
Sentinels have 2 different builds. They have a small weenie build with lots of army guys that was good back in the day, but isn't so much now. Sentinels also has the dreaded "Curve Sentinels" deck that was the top deck for about the entire year of 2005. It just recently started getting its ass kicked by newer, better beaters. It focuses on a curve that goes to 7, utilizing some of it best character drops, finally finishing with Magneto. (I'll explain in person why Sentinels works so well.)
Avengers is a great team that does alot. They have a standard build that just curves its way up and beats you to the face. Avengers also has the "Avengers Team-Attack" deck. It utilizes their best team attacking characters like Natasha Romanov and Warbird to use their effects to wreck the board, Monica Rambeu to ready team attackers, and the plot twist Legendary Battles to not stun.
As for days to come out. Sundays we play at Warzone Matrix at around 7. We are usually there at 5 for Heroclix so if you got there early there'd be people their to hang with and get some practice in before the tournament. We also play at Compendium in Rocky River Tuesday nights at 7. Also at Compendium on Saturdays at 1. I'm generally at all these events. Events are a 4 dollar entry fee, gets you a pack and creates a prize fund for the winners and you get an Extended Art card. Let me know when you are coming out so I can bring up your stuff and get a few other things for you. If you come out this sunday, you can partake in my friends and I party for my 21st birthday.
Post by warlord1985 on Jan 6, 2006 10:10:33 GMT -5
Tournaments are usually 3 rounds swiss (50 min) and then cut to top 8 or 4 depending on numbers. You can go ahead and guesstimate how long it can take. Unless theres some slow players the rounds go decently fast. Saturday if you are going let me know so i can know to be up there.