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Post by Tuism on Jan 4, 2012 17:57:31 GMT -5
I was wondering, which of these are better?
History Glitch buys you more time, while False Hopes also buys you time (unless he's prepared for it with something unblockable/uncounterable) but gives you a shot at winning if you are prepared for it.
The easy answer would be it depends on the deck, anyone got thoughts on the analysis?
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Post by Brontobeuf on Jan 4, 2012 18:23:51 GMT -5
I don't like False Hopes.it's unreliable, expensive, situational... What is the strategy of it? With what do you play it? History Glitch is cheaper, stable, and stronger if you want to stall.
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Post by Raphael Majere on Jan 4, 2012 23:22:41 GMT -5
+1 to bronto.
Also, Glitch is much cheaper at 5.
In terms of combo decks, it makes a lot more sense to use Glitch. As a 'supplementary support' card to any combo deck, Glitch's uses will be more wide-ranging.
That said, IMO, for me ATM, if you have to rely on Glitch to win for a combo deck, the deck is built wrongly. Glitch should be a last ditch effort to stall and not a requirement to win.
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Post by Tuism on Jan 5, 2012 0:19:41 GMT -5
Well, I do agree that generally, glitch is a safer, cheaper stall. False hope for me is a riskier stall that has a win possibly built in. Plus I don't really like "combo" decks like Pan/RI so the scenario for me would be to have built up influence in one site, attacking with a lone agent, or timing it just before a site score, or surprising with clothes make the man, or papal influence, or whatever. History Glitch is just a meh stall reliable sure, but it's like... Too safe for my liking That's not to say that I agree it IS safer, faster. I'll have to play test more
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Post by Pete on Jan 5, 2012 3:57:51 GMT -5
You are wrong - you cannot win with false hopes. If both opponent scores are 10 noone controls the region.
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Post by Tuism on Jan 5, 2012 4:04:11 GMT -5
No no I don't mean win with false hope ALONE - if you time it right, if you score even one point after both players hit 10, you'll control the region. And how to score even one point? Unblockable agent, papal influence, a tiny site, whatever. The choices are numerous
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Post by crazygambit on Jan 5, 2012 8:31:46 GMT -5
Flase Hopes is totally useless IMO. You're usually much better off playing RI in the same situation since it'll get you to 10 and lower your opponent score with the excess gold. Of course it costs slightly more, but by the time you need to play it income won't be much of an issue.
History Glitch has much more uses.
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Post by Tuism on Jan 5, 2012 8:38:37 GMT -5
Flase Hopes is totally useless IMO. You're usually much better off playing RI in the same situation since it'll get you to 10 and lower your opponent score with the excess gold. Of course it costs slightly more, but by the time you need to play it income won't be much of an issue. History Glitch has much more uses. Completely true, and agreed, unless you don't play blue. But who isn't playing blue? Next set would probably have something costing 3 to counter a blue memory. In red, probably.
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Post by crazygambit on Jan 5, 2012 8:45:27 GMT -5
Flase Hopes is totally useless IMO. You're usually much better off playing RI in the same situation since it'll get you to 10 and lower your opponent score with the excess gold. Of course it costs slightly more, but by the time you need to play it income won't be much of an issue. History Glitch has much more uses. Completely true, and agreed, unless you don't play blue. But who isn't playing blue? Next set would probably have something costing 3 to counter a blue memory. In red, probably. Lol, so true. I didn't even considered the deck might not have blue. To be fair though, every deck that is considering Flase Hopes probably has blue in it.
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Post by Tuism on Jan 5, 2012 8:53:30 GMT -5
That is very fair actually... How do you score points just after you launch False Hope? Two major blue boys 1) Unblockables 2) RI (with less than 12 gold) 3) Papal Influence 4) Sites (timed right) 5) Paola (I'm assuming taking away their point works just as well as adding to your own) 6) A weenie that's surprised with Magnetic Personality (timed right) 7) A lone weenie cos noone has any cards left in their hand by this stage of the game (happens a lot even in draw decks if the matchup is fierce ) 8) Art Gallery! 9) I can't think of anymore right now
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