Post by Brontobeuf on Jan 11, 2012 16:51:24 GMT -5
So you wanna fight?
Well, when you get in a brawl, you never know what the guy in front of you can do. And trust me, you don't wanna go in a fight against someone who has a few tricks to play to you. A friend hidden behind you, a knife in the pocket, etc.
Unless you are well prepared, and like him, you have a few tricks that will help you win the fights you're in.
Let's talk, card by card about Fight-Winning Surprises!
Card name (cost; ressource boost; effect)
Brontos' blahblahblah.
Verdict/5
Peacefull Retreat (2; +1; your agents regain their lost health)
This card is a bad one. I can only see a use with Dante Moro.
1/5 if you burn health of your agents yourself, 0/5 if not.
Tactical Upheaval (2; +1; draw a card & swap atk and health of target)
Big big one. Just for the cantrip bonus, it's a good one. You can create advantage, kill 0 atk agents, save your agents, etc. It's also a good way to give back some atk to a safe agent. Amerigo Vespucci and Dante Moro are so strong that you can't really expect building a solid fighter decks without at least 2/3 copies of this.
4/5 (edit: lost 0.5 due to the Dante nerf).
Evasive Maneuvers (2; +1; target agent is safe)
Only good with valuable agents who have something worth to be saved, like Gaspar, Juno or the Citizens. Choose something else if you don't play this kind of HQ-friendly agents. Can generate good situations anyway.
3/5 with good targets, 2/5 if not.
Sudden Exhaustion (3; +1; target atk is 0)
Very strong defensive card. Perfect on Cesare Borgia, less good on Lanz. Be carefull of Recover effects that can be given by Media cards.
4/5
Nimble Trust (2; +1; target gets -1/-1)
Not strong enough to be played instead of the Golden ones. Unless the meta evolves around 1 health officials in some days, I don't see a use for this one.
1/5
Brilliant Burglary (4; 0; opponent loses all gold and 1 ressource)
Ok, it's not 100% fight related, but it can be if you play it well ltimed to prevent opponent from playing his own surprises. It's also perfect to protect your spells from being countered mid game. If your strategy allows you to play it, it's fine.
2/5
Bitter Repentance (2; +1; target loses 2 atk)
I don't see the point of this one in a deck when you can play Sudden Exhaustion instead. Maybe some Faith cards combo will rise in the future, but for now, pure crap.
0/5
A call to Action (2; +1; place a 1/1 millitant in your HQ)
It's not pureo fight related once again, but you can really trick your opponent with it. Just block, play another trick, and take a fight he didn't even know he was about to be involved in. In a millitant deck, it's a must.
3/5 or 4/5 in Militant decks or Art Gallery decks.
Tacteless Theatrics (2; +1; target gets -2)
This one is god. It's only issue is to be in Media, so you will have to choose with the others. This kills 40% of the agents of the game (Lanz!) outside of a fight, and gives you a ressource (in Millitants, ressources boost are rare).
3.5/5 (edit: lowered now that you can no longer "counter" Mario and cie)
Magnetic Personality (3; 0; target gains +3/+3 fierce recover until end of rest)
The best one of the game because it will help you reach your goal: scoring in regions (while killing the blocker in nearly all cases and giving back its stats to your agent). Lassitude? Sudden Exhaustion? No problemo. I don't see it frequently enough in deck lists, while it should really be present (not necessarily in 5 copies) in all deck that wins with agents, rush or not. Also, outside of a fight, it's just a 3 score card, and that's big too.
5/5
Militia Training (2; +1; target gains +1/+1)
Please, please, PLEASE, stop using this one as a boost outside of fights (unless you win due to that....) You are just gonna give your opponent a severe card advantage when he will kill your agent. And trust me, he will kill it.
In a fight, it's correct, even not awesome, because the buff stays. The card can either be played or avoided during deck building, your preference here.
3/5 (1/5 when poorly played)
Bitter Sweet (3; +1; put target agent in its controler's hand)
Scholars are not fighters, that's a fact.
This one is just a defensive one, you can use it to go in a fight blindly and burn it if things turn bad (it's a good counter to the other tricks like Magnetic Personality).
3/5 if you play discard or other "boomerang" effects. 2/5 if not.
And that's it for the list of tricks!
Let's end this thread with a few generic advices:
- Don't try to achieve a win with agents only if you don't play some of them in your deck. You will get stopped by Dante, Amerigo, other fighters with tricks, etc. If you only do things your opponent can expect, you will lose to good players.
- Don't start a fight with your surprises. Wait at least for the fight to be half-done.
- Don't put too much of these in your decks. Even if you play a lot of agents, don't forget that these tricks can be dead cards, or give the card advantage to your opponent. I suggest between 3 and 8.
- Don't spit in the wind.
- Don't burn them if you can try to gain a card with them. Unless of course you have no other choice (if you need ressources for instance), these cards are precious and not to be wasted. They can kill a blocker most of the time, or save your agents. That's what you want to achieve with them most of the time.
Hope this was helpful to some of you.
Again, I know most of you certainly know this already, but that can be a good occasion to debate if you find points you don't like in this thread.
Last thing, in card games, the only rule that is golden is that you have to win. All cards can be played in all ways, no matter what good deck builders say or advice.
Enjoy!
-
Well, when you get in a brawl, you never know what the guy in front of you can do. And trust me, you don't wanna go in a fight against someone who has a few tricks to play to you. A friend hidden behind you, a knife in the pocket, etc.
Unless you are well prepared, and like him, you have a few tricks that will help you win the fights you're in.
Let's talk, card by card about Fight-Winning Surprises!
Card name (cost; ressource boost; effect)
Brontos' blahblahblah.
Verdict/5
Peacefull Retreat (2; +1; your agents regain their lost health)
This card is a bad one. I can only see a use with Dante Moro.
1/5 if you burn health of your agents yourself, 0/5 if not.
Tactical Upheaval (2; +1; draw a card & swap atk and health of target)
Big big one. Just for the cantrip bonus, it's a good one. You can create advantage, kill 0 atk agents, save your agents, etc. It's also a good way to give back some atk to a safe agent. Amerigo Vespucci and Dante Moro are so strong that you can't really expect building a solid fighter decks without at least 2/3 copies of this.
4/5 (edit: lost 0.5 due to the Dante nerf).
Evasive Maneuvers (2; +1; target agent is safe)
Only good with valuable agents who have something worth to be saved, like Gaspar, Juno or the Citizens. Choose something else if you don't play this kind of HQ-friendly agents. Can generate good situations anyway.
3/5 with good targets, 2/5 if not.
Sudden Exhaustion (3; +1; target atk is 0)
Very strong defensive card. Perfect on Cesare Borgia, less good on Lanz. Be carefull of Recover effects that can be given by Media cards.
4/5
Nimble Trust (2; +1; target gets -1/-1)
Not strong enough to be played instead of the Golden ones. Unless the meta evolves around 1 health officials in some days, I don't see a use for this one.
1/5
Brilliant Burglary (4; 0; opponent loses all gold and 1 ressource)
Ok, it's not 100% fight related, but it can be if you play it well ltimed to prevent opponent from playing his own surprises. It's also perfect to protect your spells from being countered mid game. If your strategy allows you to play it, it's fine.
2/5
Bitter Repentance (2; +1; target loses 2 atk)
I don't see the point of this one in a deck when you can play Sudden Exhaustion instead. Maybe some Faith cards combo will rise in the future, but for now, pure crap.
0/5
A call to Action (2; +1; place a 1/1 millitant in your HQ)
It's not pureo fight related once again, but you can really trick your opponent with it. Just block, play another trick, and take a fight he didn't even know he was about to be involved in. In a millitant deck, it's a must.
3/5 or 4/5 in Militant decks or Art Gallery decks.
Tacteless Theatrics (2; +1; target gets -2)
This one is god. It's only issue is to be in Media, so you will have to choose with the others. This kills 40% of the agents of the game (Lanz!) outside of a fight, and gives you a ressource (in Millitants, ressources boost are rare).
3.5/5 (edit: lowered now that you can no longer "counter" Mario and cie)
Magnetic Personality (3; 0; target gains +3/+3 fierce recover until end of rest)
The best one of the game because it will help you reach your goal: scoring in regions (while killing the blocker in nearly all cases and giving back its stats to your agent). Lassitude? Sudden Exhaustion? No problemo. I don't see it frequently enough in deck lists, while it should really be present (not necessarily in 5 copies) in all deck that wins with agents, rush or not. Also, outside of a fight, it's just a 3 score card, and that's big too.
5/5
Militia Training (2; +1; target gains +1/+1)
Please, please, PLEASE, stop using this one as a boost outside of fights (unless you win due to that....) You are just gonna give your opponent a severe card advantage when he will kill your agent. And trust me, he will kill it.
In a fight, it's correct, even not awesome, because the buff stays. The card can either be played or avoided during deck building, your preference here.
3/5 (1/5 when poorly played)
Bitter Sweet (3; +1; put target agent in its controler's hand)
Scholars are not fighters, that's a fact.
This one is just a defensive one, you can use it to go in a fight blindly and burn it if things turn bad (it's a good counter to the other tricks like Magnetic Personality).
3/5 if you play discard or other "boomerang" effects. 2/5 if not.
And that's it for the list of tricks!
Let's end this thread with a few generic advices:
- Don't try to achieve a win with agents only if you don't play some of them in your deck. You will get stopped by Dante, Amerigo, other fighters with tricks, etc. If you only do things your opponent can expect, you will lose to good players.
- Don't start a fight with your surprises. Wait at least for the fight to be half-done.
- Don't put too much of these in your decks. Even if you play a lot of agents, don't forget that these tricks can be dead cards, or give the card advantage to your opponent. I suggest between 3 and 8.
- Don't spit in the wind.
- Don't burn them if you can try to gain a card with them. Unless of course you have no other choice (if you need ressources for instance), these cards are precious and not to be wasted. They can kill a blocker most of the time, or save your agents. That's what you want to achieve with them most of the time.
Hope this was helpful to some of you.
Again, I know most of you certainly know this already, but that can be a good occasion to debate if you find points you don't like in this thread.
Last thing, in card games, the only rule that is golden is that you have to win. All cards can be played in all ways, no matter what good deck builders say or advice.
Enjoy!
-