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Well, based on my experience of playing TEAMS with intro-prep, I consider it a reasonable hypothetical.You can call it what you think it is, but that's all any of us can do at this point since we've never done TEAMS without intro-prep.
If you want to reduce time-outs consider eliminating/putting limits on table talk.
If you want to reduce time-outs consider eliminating/putting limits on table talk. Otherwise you are failing to eliminate the primary culprit for timeouts.
It just is not something that will be happening with any sort of regularity, and as pointed out above it is hyperbolic because of the many things that have to go that specific way (including the decision about going first).
On the second point, I have seen winning decks make use of sits/forts/arts offensively more than anything. Changing intro-prep would not change that fact because of the sharing aspect of TEAMS.
I of course don't know the actual number but that is an educated guess based on playing decks where it does matter.
One more point I wanted to bring up that I just thought of: There's nothing quite as painful as giving up free souls in Redemption. You can come back from a game where you draw defense and no offense, but you can't come back (except by luck and soul drought) from games where you draw offense, Lost Souls, and no defense. Couple this with the fact that in TEAMS, the opponents get to attack twice before the 4th player even takes 1 turn, and you just need the Intro Prep Phase.
Quote from: jmhartz on June 24, 2015, 01:05:35 PMOne more point I wanted to bring up that I just thought of: There's nothing quite as painful as giving up free souls in Redemption. You can come back from a game where you draw defense and no offense, but you can't come back (except by luck and soul drought) from games where you draw offense, Lost Souls, and no defense. Couple this with the fact that in TEAMS, the opponents get to attack twice before the 4th player even takes 1 turn, and you just need the Intro Prep Phase.Except you're even less likely to draw no defense in a teams game because both players get the opportunity to block. If you are straight up having both teammates not draw any defense with any sort of regularity, I would state that really, you just built your decks wrong.
We don't have to base this on an educated guess or gut feelings.
Except you're even less likely to draw no defense in a teams game because both players get the opportunity to block
Absolutely, and the other question is how is intro-prep going to help you with defense?
It looks to me like the real solution is something I've been wanting for years: more stringent time limits on play. Nobody likes a timeout, and I think with the overly-liberal time allotments we currently have, stalling out when you know you've lost the game is not only possible but a great idea. There have been a few times I lost an entire tournament because of running into either a player who was so slow the game reached timeout even though my winning was a foregone conclusion in the first handful of rounds, or an even more infuriating situation with an unscrupulous opponent who realized his inevitable loss and then started playing way slower than he had been up to that point.If people are truly having multi-minute-long conversations while playing nothing, that's not even a case of needing stricter time limits but just enforcing the ones that already exist.
Maybe a time out win should be considered a full win. Let's be honest here, for all intensive purposes you did beat them. Which also discourages stalling to tie and when you're losing. Not to mention It encourages defense which is always good.
Defense heavy games are frankly often not very fun for the person facing the defense heavy deck
And 45 minute games are bad for the game.
QuoteDefense heavy games are frankly often not very fun for the person facing the defense heavy deckFTFY
QuoteAnd 45 minute games are bad for the game.Again, a matter of opinion. For me, I'd much rather play a 45 minute game and potentially time out in a close game than have a game last 5 turns because one team had a great draw and the other team couldn't play the counters until after the damage had been done.