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Post by Brontobeuf on Jan 18, 2012 19:35:01 GMT -5
Yw! The good alchemy is hidden in the shades of grey.
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tokyodan
New Member
Indie iOS Game Developer
Posts: 33
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Post by tokyodan on Jan 24, 2012 8:19:40 GMT -5
the phrases 'resource booster' and 'booster pack' are used a lot. What exactly do they mean or refer to?
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Post by Tuism on Jan 24, 2012 8:30:31 GMT -5
the phrases 'resource booster' and 'booster pack' are used a lot. What exactly do they mean or refer to? Hey tokyo Resource boosters are cards whose main functions are to accelerate resource gain - if you read the opening post of this thread you'll see what those are. They provide extra income for very little cost. And don't do much else, most of the time. Booster packs are packs of random cards you can buy if you go to the store
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rav950
Junior Member
Posts: 106
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Post by rav950 on Jan 24, 2012 15:30:28 GMT -5
I think boosters are critical against discard. You can say "woo hoo, -1", I'm working to get my cards on the table before you dump them in the archive.
I think there is such thing as too many booster cards, and that I will agree with. Unless I'm aiming for a stupid combo (ie. Pantheon, Merchant's Guild to a much lesser extent), I'd never even run one copy of Nothing Ventured. That's a huge waste... you lose a card, you give your opponent equal benefit, and they probably are playing a booster of some sort themselves.
I'll often have 2 copies of Plentiful Crop in a deck. Its enough that the odds are decent I'll get one in the early game. Running more than 2 is useless.
I think Political Patronage is the best thing since sliced bread and you're seriously under-rating it here for fast starts. It exceeds your actual gold earning, so I can drop it in the first day to play an early in-depth analysis before my opponent can bring any counterspells up. If I had 5, I'd run them... they aren't squishy like the Hard worker, and you can plant some nasty surprises (I've tossed out more than one Scientific Espionage in combo with PP). Its a faster recovery off your X spell. I've rarely had one in my hand that didn't go to good use.
Knowledge has a price, I'm iffy about. If you're just dropping 1, its not worth it. You need to drop 2 or 3 at the start of the game to make the acceleration worth it, because otherwise you're just a gold or two ahead for the first day or so. I've had this one backfire on me almost as many times as I've had it deliver. In the right deck (ie. Pantheon) it makes total sense. Otherwise, its too risky.
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Post by Tuism on Jan 24, 2012 15:54:11 GMT -5
Bronto's a huge fan of PP, uses it in many of his decks. I've been day one doomsdayed by him I call it the black lotus of ACR. I only have 2 so not really worth bothering with. But the card disadvantage is still iffy, if you're not gaining insane pace with it (I've seen people drop PP for a Borgia mine. Really??) then it'll bite you in the ass big time.
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tokyodan
New Member
Indie iOS Game Developer
Posts: 33
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Post by tokyodan on Jan 24, 2012 16:39:19 GMT -5
I read in one thread about building decks that one shoud get rid rid of all Militia Training cards? Why would one do that?
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rav950
Junior Member
Posts: 106
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Post by rav950 on Jan 24, 2012 16:58:02 GMT -5
I read in one thread about building decks that one shoud get rid rid of all Militia Training cards? Why would one do that? It needs an agent to target, and its not that significant of a bonus. For its 2 gold in blue, you can - drop a 2/1 unblockable agent - accelerate your gold by 3 - outright destroy most launching agents - drop a 4/2 noble that accelerates your opponent's gold - Play a tower with power 1 that gives you +2 gold All of those are much more significant effects than militia training, for the same price. When you play a surprise card, it should have a significant and meaningful impact because its only going off once. Militia Training gives you the equivalent of another 1/1, except you have to attach it to an existing agent. Its benefit dies when the agent dies, and its never going to be enough to keep Cesare Borgia from drinking all your beer.
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Post by crazygambit on Jan 24, 2012 16:59:49 GMT -5
I read in one thread about building decks that one shoud get rid rid of all Militia Training cards? Why would one do that? Because it's weak. The boost is too weak for the cost. Plus if the agent dies you just lost 2 cards (or he gets a Sudden Exhaustion on him, which is very popular right now). Better pack beefier agents from the get go or pretty much anything else.
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Post by The Rancord on Jan 25, 2012 7:14:19 GMT -5
Never forget that's not an exact rule. I do have decks that need 5 Pletiful Crop. I also have decks that only use 3.
With 2 Copies, ure chance having it in start hand is only 22.77% Sure you can mulligan, but this is a card you want early.
3 Pieces give u 32.42 percent. With the mulligan, they chances are over 50%. That means you will see it quit often.
There is also the Share concept, wich is when 2 copies can make sense. For example you want 7 0/1 cost Booster. You take 5 By Order of the king and 2 Plentiful Crop. The chances that you have one or more in start hand is 61%. That means you allways get one, and most of the time it will be the tutor.
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Post by Tuism on Jan 25, 2012 7:28:14 GMT -5
All great points Most decks start off with 5 of everything, then becomes 4s and 3s... Lots of my decks run 5 + 2 or 5 + 3 boosters it's all a VERY fine balancing act.
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Post by wampyrs on May 14, 2012 4:13:39 GMT -5
Awesome thread... learning a lot... my decks would have been much better if I had read this thread earlier on...
I also have 2 Plentiful Crap...
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