|
Post by Quozl on Jul 19, 2015 11:54:37 GMT -6
The only deckbuilding rules we have now is that the deck must match the color of the planeswalker, be exactly 12 cards, and must cost up to 200 points.
I wonder how much the color rule is for theme and so will be building some decks with no color restrictions. Has anyone else tried this or done any deckbuilding with multiple sets?
|
|
Colorcrayons
Apprentice
On a bit of a hiatus, sorry. So busy
Posts: 110
Mana: Red
|
Post by Colorcrayons on Jul 19, 2015 12:45:46 GMT -6
I have 3 sets that I have been deck building with. I think, for me at least, x3 will be my upper limit if then rules turn out to allow multiple copies if the same card. With the current deck size of 12 cards (No more. No less.) 3 copies of a card is 25% of your deck. Thats very powerful to have at least a 25% chance to draw the card you want at any given point. I'm not sure about designer intention here, but game balance wise, it seems to screw some things up, especially when constructs a deck. Ugh. I hope that then rule turns out that either all cards are unique, or that the limit is no greater than 2 (preferable) or 3 (worst case) if the spell deck size continues to be 12 cards. Though I imagine that well see 20 cards be the standard. Its been fun constructing decks though. Even if and have been mighty opponents when their good cards are visited by the spirit of multiple copies. [Edit] Thinking about it further, I bet an easy two color set up could be had by: Pick one planeswalker. General deck construction rules are used except: The deck must be comprised of at least 6 cards and 100 points matching the color of your chosen planeswalker. Army building: At least 50% of the points for your summoned units must match the color of your chosen planeswalker. This might make having a single copy of the game more exciting. Totally untested though, but I think I'll try it.
|
|
|
Post by Yawgmoth on Jul 19, 2015 21:03:26 GMT -6
I have four sets. Bought under the assumption that the typical MtG "4x" rule would be in use. Overkill. The decks, when geared towards a specific strategy, often have three cards in quadruplicate. They are dull games at that point. So we houseruled 2x max. But there is a positive side to owning four copies with 2x max rule. Now each player can be the same planeswalker in a two player match. Sounds dull, but its surprisingly not.
|
|
|
Post by cbs42 on Jul 21, 2015 11:35:29 GMT -6
I plan to just proxy whatever card copies I may end up wanting for casual play. One core set is enough for me. The only other thing useful that might come out of the box would be to make larger maps, but that's not worth the price when I have a ton of HeroScape terrain already.
|
|
|
Post by tutor on Sept 9, 2015 10:02:46 GMT -6
So how many sets will be good? jst one? Or i need buy more? Terrain i will try get from Heroscape. But army and cards need more than just one set?
Thanks
|
|
|
Post by clownkingdon on Sept 10, 2015 0:46:36 GMT -6
Just one should be all you need. Extra sets are less than optimal as all the army's are unique. If you have more than 5 players or want to do mirror matches extra sets will help. The best thing you can do with multiple sets is deck-building.
|
|
|
Post by tutor on Sept 10, 2015 12:04:31 GMT -6
Thanks!
Just bought last weekend. Game seems amazing but felt "empty" want more and more hahaha. Already went ebay for Hersoscape lands, but will wait.
|
|
|
Post by wardemonx327 on Oct 13, 2015 9:44:56 GMT -6
Can someone explain to me the two different costs at the bottom of each card? I assume one is for building decks and the other for tallying final score (if you run out of turns) to determine the match winner. Which is which? Tis a new concept for me...
|
|
|
Post by Targanth on Oct 13, 2015 15:53:27 GMT -6
Can someone explain to me the two different costs at the bottom of each card? I assume one is for building decks and the other for tallying final score (if you run out of turns) to determine the match winner. Which is which? Tis a new concept for me... You're pretty much correct. The creature squads have the first large number as the cost of the squad when building the army. The second smaller number is the value of EACH figure in the squad if you run out of turns. The second number is basically the large number divided by 3 for all the squads in the base game. If turns run out, the person with the most points on the map wins.
|
|