Author Topic: Getting back into the game  (Read 2429 times)

Offline Mageduckey

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Getting back into the game
« on: March 17, 2013, 02:00:52 AM »
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I quit playing about 3.5 years ago (right before Thesaurus came out).  I stumbled across my collection of cards while cleaning out my room, and decided it would be fun to pick the game up again.  Other than purchasing everything that has come after FooF (never did buy RoA), where do I even begin?  I plan on looking through this and the deck building forum to try and catch up, but any assistance would be greatly appreciated.  What's the current meta?  Are there any major changes to the game since I quit?  Thanks!

Offline The Guardian

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Re: Getting back into the game
« Reply #1 on: March 17, 2013, 02:12:37 AM »
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The game has definitely changed in the past few years. I encourage you to check out the rulings section to read up on rulings that have changed since you left (most notably that you can no longer use SoG/NJ to rescue your own Lost Souls).

Once you have done that, check out the deck design pages. I'm primarily a T2 player so I haven't seen a lot of T1 decks recently. Others would be more helpful with that.  8)
Fortress Alstad
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Have you looked it up in ORCID?

Offline Captain Kirk

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Re: Getting back into the game
« Reply #2 on: March 17, 2013, 09:11:29 AM »
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Glad to have you back! The game is more varied than it was when you left - meaning more strategies are competitive.

Another major change is that the 2nd player gets to draw 3 on their first turn. I don't remember what year that was implemented but it may have been after you stopped playing. There are also deck size limits (154 for T1 and 252? For T2).

Kirk
Friends don't let friends play T1 multi.

Chris

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Re: Getting back into the game
« Reply #3 on: March 17, 2013, 03:39:48 PM »
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Be sure to check out the Deck Building forums (including the new Tournament Winners forum) for ideas and strategies. One thing that's especially popular right now in T1 is spread offenses (offenses that use multiple brigades), and these often include a lot of older cards, so you might be able to put a lot of your collection to good use.

Offline dermo4christ

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Re: Getting back into the game
« Reply #4 on: March 17, 2013, 05:49:07 PM »
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Glad to have you back! The game is more varied than it was when you left - meaning more strategies are competitive.

Another major change is that the 2nd player gets to draw 3 on their first turn. I don't remember what year that was implemented but it may have been after you stopped playing. There are also deck size limits (154 for T1 and 252? For T2).

Kirk

So in a multi-player game, player 2 may draw 3 right away?  I didn't know that!

Warrior_Monk

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Re: Getting back into the game
« Reply #5 on: March 17, 2013, 05:51:51 PM »
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Glad to have you back! The game is more varied than it was when you left - meaning more strategies are competitive.

Another major change is that the 2nd player gets to draw 3 on their first turn. I don't remember what year that was implemented but it may have been after you stopped playing. There are also deck size limits (154 for T1 and 252? For T2).

Kirk

So in a multi-player game, player 2 may draw 3 right away?  I didn't know that!
No, that's a 2 player only rule. Nobody draws in first round of multiplayer.

Offline dermo4christ

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Re: Getting back into the game
« Reply #6 on: March 17, 2013, 05:53:38 PM »
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Glad to have you back! The game is more varied than it was when you left - meaning more strategies are competitive.

Another major change is that the 2nd player gets to draw 3 on their first turn. I don't remember what year that was implemented but it may have been after you stopped playing. There are also deck size limits (154 for T1 and 252? For T2).

Kirk

So in a multi-player game, player 2 may draw 3 right away?  I didn't know that!
No, that's a 2 player only rule. Nobody draws in first round of multiplayer.

Hmmmm....I've been playing multi wrong....i thought only the last player may draw 3.  OK glad I asked.  Thanks.

Offline Mageduckey

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Re: Getting back into the game
« Reply #7 on: March 18, 2013, 01:05:11 AM »
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I've been reading a lot of threads in Deck Building and Strat/Combo, and I must say, without Rob's new (to me, anyway) card visualizer I would be totally screwed - 235 cards ($355 worth) to catch up on.  So, thanks for the huge resource, Rob! :)

I'm seeing that speed decks are still the primary meta, which is sad but not wholly unexpected.  Back before I quit I played a Z-Temple Crimson deck that played handily against Maly's decks, albeit I always lost because I didn't have DoN/Lampstand.  I'd love to update it with newer cards and keep playing it (probably switch out the defense though), and I may, but I want to be anti-meta with my decks.  I find the most joy in casually playing "hipster" decks that use crazy combos and underrated themes.  So, does anyone have any advice on what is NOT meta but is still capable of winning games?  I'm thinking of trying out Westy's CTB deck, but was wondering if there are any other decent ones out there that I'm missing as I try to swim through hundreds of posts.

Offline Captain Kirk

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Re: Getting back into the game
« Reply #8 on: March 18, 2013, 08:57:21 AM »
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Try this one for a defense heavy deck.

http://www.cactusgamedesign.com/message_boards/type-1-deck-advice/the-one-trick-pony/

Also I would say the current speed in the game is better for the game than it was previously. In the past a few offenses were fast and the others were slow so everyone played the fast offenses. Now most offenses are fast so you see more variety.

I forgot to mention previously that outside of the SoG/NJ rule change Justin mentioned that there is a dominant limit that follows the same rule as the site limit (1 dominant per LS in your deck). So this dropped 50-51 card decks from having 10-11 dominants to 7. Great change. So now decks can't rely on dominants to get all their blocks and a few more defensive cards make their way into most decks.

Case in point - the winning deck in '11 had 10 dominants and 6 evil cards (characters and enhancements) whereas '12 had 7 dominants and 14 evil cards. Both deck were 52 cards.

Kirk
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