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Quote from: thestrongangel on September 25, 2009, 12:35:18 AMQuote from: Master KChief on September 24, 2009, 11:53:56 PM100-card defense-heavy decks will now be known as 'super turtles'. watch this new archetype catch fire. I reserve the right to name my 100 carder "fat boy", barring an objection from the Kory of Lentine.Isn't he off in some Pacific island doing medical mission work?
Quote from: Master KChief on September 24, 2009, 11:53:56 PM100-card defense-heavy decks will now be known as 'super turtles'. watch this new archetype catch fire. I reserve the right to name my 100 carder "fat boy", barring an objection from the Kory of Lentine.
100-card defense-heavy decks will now be known as 'super turtles'. watch this new archetype catch fire.
The biggest reason to use speed decks, in my opinion, is the time limits in tournaments and the ridiculous amount of time allotted for each turn. A game could time out in six rounds without anyone stalling, legally. It wouldn't be so bad if there weren't so many players who think for an Age of Men before playing anything, and badsauce players who you should be able to whip no problem, but get a timeout win to because they read every card every time it is played, even if it's been played six times before.Lower the time allotted to play each turn (DRASTICALLY), or raise the time allotted for each round and Speed will not longer be quite such a necessity.
I agree. I don't know the official "phase limits" but it would be nice if someone posted them. Maybe a overarching game change is needed instead of an in game rule like the hand limit.
That may create a problem with people abusing the system, though. It'd be the simplest thing to build a deck that's all about getting one Rescue and then turtling while using all your allotted time to get a 3-0 or 3-2 win.
one of the most well-known formulas for deciding which beats which is:rush > boom > turtle > rushas such, a turtle (or superturtle) naturally beats a rush.