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Generally here's what my ratios look like (changes for different themes a bit, or a lot *cough cough* Job)LS 7Dominants 7So there's 14/50 right away that leaves 36 for good/evil/supportMy current deck has the following:5 support (artifacts, fortresses, sites, etc)11 Heroes6 Good Enhancements2 Dual Alignment cards2 Dual Alignment cards mostly for evil use6 Evil Characters6 Evil Enhancementsand then for the reserve, I usually lean towards good cards with maybe 3-4 evil cards.
Thanks for the replies.That rules summary will come in handy, thanks, Kariusvega!My wife and I played M:tG a long time ago, so I have a bit of experience with CCGs, and figured that the card ratios in a deck would probably vary with strategy, but that there is probably good "standard" ratio of cards we could use to try and build decks at the beginning until we understand the game more. Thanks, TripleplayNa1.The Guardian, I kind of figured trying to model off of that 2 good brigades 2 evil brigades. We were trying to follow that model with the starter pack and a couple of additional card packs my son has, but only found enough of the brigades from the starter decks to do that. I guess we'll have to open a the rest of his packs and see if we get enough of any other colors to really start mixing and matching. I'm still waiting to see how this whole brigade thing works out. At the moment, it seems to really restrict our ability to do anything different with card combinations. Not sure how many cards we'll need before it doesn't feel restrictive.My son and I have played with the started decks a couple of times, and two things seem really strange, but I can't find in the rules if we're making a mistake.1. Does the first player really get an unopposed turn? The second player hasn't had a preparation phase to place any characters capable of defense. So the first player places some in preparation, then makes a rescue attempt which is automatically successful since it is unopposed?2. Several of our games one of us drew no lost souls for quite a while. What is the point of battle challenges? It felt like one player was steadily progressing toward victory by working to rescue lost souls, while the other player was just making useless battle challenges each turn.Found the REG, which helped with my last question, which was regarding the Convert special ability.Thanks, again.
1. You can attack and block with characters from hand. You do not need to take a turn to put them in your territory first. 2. Soul drought is what that is commonly called is an unfortunate often random and unequal thing that can happen. It's very similar to mana flood/screw in MtG. Fortunately there are a lot of cards in the last few sets that can generate souls for the opponent (commonly referred to as "soul gen") to the point that it doesn't really happen in constructed play between two tuned decks. As your decks become more refined soul drought will become less of an issue.