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Post by bradtastic on Feb 18, 2012 16:47:27 GMT -5
:-) just wondering how many cards you think is right for competitive decks.
I know that generally, green can have more cards because of its drawing mechanics.
Also, how many different decks can you store in game? Is there a limit? I keep deleting mine when I: get new cards, think of something new, or the devs screw up all of my strategies with nerfs. I mean "balancing."
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Post by Tuism on Feb 18, 2012 16:54:25 GMT -5
Generally sticking to 50 is best practice, since it gives you a better chance to draw your best cards. Its mathematically sound. Until someone comes up with a super powerful deck that runs your deck out (there is a red card that grinds cards from opponents sequence straight into the archive) there is really no good reason to go over 50 cards, with or without card drawing power. Theres a thread about that somewhere under gameplay general As for decks, I delete whatever I don't like anymore. I dont think there is a limit though, no one has reported such yet. I do wish there is some way to rearrange the decks, move them left/right along the list... I have trouble keeping track of where to find some decks, and there is currently no y to rearrange except deleting and going to the right spot to make it over. Meh.
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Post by bradtastic on Feb 18, 2012 17:00:06 GMT -5
Sometimes I accidentally delete decks. I hit the X and it lags, so I tap again and delete two in a row.
Also, I wish the carousel would be replaced with a 6 or 12 card view like the memories on the homepage, with a number representing how many of each, when using cards like quick study. Or, it would be nice if selecting a new card in the lineup replaces something already selected (when there's just one to pick)
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Post by setzer777 on Feb 18, 2012 18:38:38 GMT -5
Building decks is probably my favorite part, so I delete them all the time. Fairly often I'll just delete all my decks and start from scratch.
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Post by Raphael Majere on Feb 18, 2012 20:50:38 GMT -5
50. never more for me. even if it's green.
less cards = more consistency more consistency = drawing key win con cards on a relatively more consistent basis more consistency = less flexibility
The debate is between more consistency and less flexibility.
One thing to consider is the "no-card loss" mulligan - it favors decks with 'slightly' larger number of cards.
A bad hand has a chance of a no-penalty change.
I still prefer to stick to 50 cards - with the mulligan, i can switch my mediocre hand into a great hand.
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Post by ericluah on Feb 19, 2012 1:00:14 GMT -5
If u use benevolent midwife and heathen follower, you would be able to thin down your deck.
They will be your blocker and income booster.
However a 50 card deck depends on how u put in your key cards and solutions,
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Post by Tuism on Feb 19, 2012 3:06:11 GMT -5
No matter how much you thin your deck it's still preferable to draw some cards than others. If you really have a deck where every card is so important that you need to stick 5 of each and go over 50, rather go to 4 each and stick to 50
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Post by Brontobeuf on Feb 19, 2012 3:30:03 GMT -5
50. Done a few 51 or 52 but I didn't like them for this reason.
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Post by bradtastic on Feb 19, 2012 5:00:04 GMT -5
Hrm... I think I'm going to try to make a mill deck. Has anyone done the 200+ sequence achievement?
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Post by ericluah on Feb 19, 2012 6:09:40 GMT -5
No matter how much you thin your deck it's still preferable to draw some cards than others. If you really have a deck where every card is so important that you need to stick 5 of each and go over 50, rather go to 4 each and stick to 50 My personal rule is simple Will the same card be relevant in most situations in current META? Does the income generation of your deck support that many of the card in your hand? If yes, by all means stick 5 of the cards into the deck. I've run a 65 card deck "solutions deck" before with Midwife and Heathen Followers to thin out the deck. It works fine, granted the deck is very slow.
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Post by Tuism on Feb 19, 2012 9:09:23 GMT -5
While that's not an entirely wrong view to take, it's simple mathematics, with 65 cards the chances of getting even one of 5 heathen follower decreases. Thinning your deck out is to make your deck extra reliable and consistent, not so that it starts out less consistent with methods to be more reliable. A deck's speed has nothing to do with how many cards are in it, you will draw 6 cards to start, and one more each day. It is slow by construction, building to bigger cards, or by o Concentrating on removing threats instead of prividing its own, or whatever, but it will never be slow "because it's got more than 50 cards". Crazygambit will give you numbers on how that'd work out, but the principle remains. Sure it will work "fine", but it can definitely work "better". If I could pick exactly my starting hand, what would it be? Start from there. Then, what would I want to draw in a couple turns time? Then, what do I want to make sure only arrives a couple turns later? Though at the end of the day it is your preference that counts
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Post by Diomedia on Feb 19, 2012 9:13:43 GMT -5
What's the consensus with cards like forced charity? I sometimes have a 55 card deck as I see these as a card for a card and just include them for the income boost, is this a mistake?
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Post by Tuism on Feb 19, 2012 9:18:02 GMT -5
What's the consensus with cards like forced charity? I sometimes have a 55 card deck as I see these as a card for a card and just include them for the income boost, is this a mistake? More consistency than less is better. Building 50+ then saying draw cards bring it back up to standard means you're sacrificing a day to get to the cards you really need. You should include forced charity cos you need the income not cos you think it means it doesn't count towards your decks consistency. Ok I've said enough on this, I feel like I'm ranting now. Skyrim awaits!
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Post by jefmajor on Mar 4, 2012 1:55:36 GMT -5
What's the consensus with cards like forced charity? I sometimes have a 55 card deck as I see these as a card for a card and just include them for the income boost, is this a mistake? Think of it as opportunity cost. Forced Charity is an "empty" card, in that, it gives you money but does absolutely nothing. Same with Plentiful Crop. They give you money, but, they COST you a whole card out your hand. Now look at Knowledge is Power. That card is a +1 money, but, also gives you a replacement card. So when you get Knowledge, you are really getting +1 and replacing it with another card from your deck. So a deck that has 50 cards, 5 Knowledge is Power, is as focused as a deck that has 45 cards. Throw in 5 other draw cards, even something like Tactical Upheaval, and you're focusing the deck even further, while also gaining money. With cards like Forced Charity you are diluting a deck and making it less effective by sacrificing a spot in your hand for a couple of lousy bucks.
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Post by Tuism on Mar 4, 2012 2:23:34 GMT -5
It's partly true, but not entirely true. The speed boost you get from a forced charity may enable you to throw out good threats earlier than you would have, giving you valuable tempo advantage. Tempo advantage can win you the game - look at political patronage, it's a short turn tempo advantage super boost. It's not a self replacing card, but it's very good. So forced inheritance isn't useless in the right deck. There was a big discussion about card vs tempo advantage, I think it's in the academy forum, have a look
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