Author Topic: Type 2 Multi  (Read 3440 times)

Offline DJWeb

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Type 2 Multi
« on: June 03, 2014, 03:29:36 PM »
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Hey I haven't played Type 2 Multi before and I'm hoping to do so at Nats. I'm just wonder how this category compares to Type 1 Multi and Type 2 2 player. Obviously the rules make your deck balanced, but any comments and/or advice from those of you who have played it before? Thanks in advance.

Offline The Guardian

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Re: Type 2 Multi
« Reply #1 on: June 03, 2014, 03:52:48 PM »
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There are many viable options when it comes to building a successful T2 MP deck so here's a few things to consider.

Speed helps, but it comes at a risk
--Having abilities to draw and search are great, but obviously your opponents know that and will be using counters so you don't want to have your overall deck strategy be reliant on drawing and searching.

Attack whenever possible
--This means stacking your offense with Heroes. Sometimes all you need to win a LS is a single Hero, especially if someone else is in the lead and an opponent wants to give you a free LS to avoid giving it to the leader. The only time you should not attack is when you are 100% certain you will not be successful, and the damage the blocker's defense will do outweighs the benefits of using your Hero's ability.

Include some "assist" cards
--Other than your "blocking" dominants (Burial, CM, FA and Grapes), try to include some cards that can aid an opponent who has run out of effective blocking options. These might include: The Darkness (with ECs such as Uzzah), Unholy Writ or Magic Charms. Having these may force the attacker into an option that the blocking player can better handle. 

Use cards that affect all opponents
--You want to avoid decimating just one player. Taking out the entire defense of one player may get you a LS, but it will probably give the rest of the opponents a free LS as well.

Keep enhancement selection focused
--Avoid being too spread out with enhancements both for offense and defense. Common numbers I use are 4/4/4/2 and 4/4/3/3 (usually including a couple Covs/Curses and a couple Multi GE/EE).
Fortress Alstad
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Offline The Guardian

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Re: Type 2 Multi
« Reply #2 on: June 03, 2014, 03:54:31 PM »
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P.S. Many times we end up playing a T2 MP game at the North Heights game nights so if you can make it to any of those, you'll start to get a good feel for T2 MP games.
Fortress Alstad
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Offline DJWeb

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Re: Type 2 Multi
« Reply #3 on: June 03, 2014, 04:06:13 PM »
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--Avoid being too spread out with enhancements both for offense and defense. Common numbers I use are 4/4/4/2 and 4/4/3/3 (usually including a couple Covs/Curses and a couple Multi GE/EE).

Thanks, Justin. Maybe I'm missing it, but what exactly are these numbers referring to?

Offline The Guardian

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Re: Type 2 Multi
« Reply #4 on: June 03, 2014, 04:20:51 PM »
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Just the number of each enhancement used.

So for a Disciples offense I might use 4 MLaMG, 4 Reach, 3 AoCs and 3 Fishers of Men.
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Offline Redoubter

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Re: Type 2 Multi
« Reply #5 on: June 03, 2014, 05:05:13 PM »
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Hey I haven't played Type 2 Multi before...any comments and/or advice from those of you who have played it before?.

Run.

...you're still here?  Okay then, get yourself prepared for a mentally-draining category.  Around here (PA/MD), we tend to get very goofy during the games, and that is the best way to overcome it.

As far as actually playing the game?  Since you are playing to 7, you will need to help everyone else beat your opponents A LOT in order to win (echoing sentiments above), and as already stated, you do not waste chances to rescue (even if all you can do is make your deck just a smidge smaller).

Offline EmJayBee83

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Re: Type 2 Multi
« Reply #6 on: June 03, 2014, 05:20:00 PM »
+1
Okay then, get yourself prepared for a mentally-draining category.
Yes.

Quote
As far as actually playing the game?  Since you are playing to 7, you will need to help everyone else beat your opponents A LOT in order to win (echoing sentiments above), and as already stated, you do not waste chances to rescue (even if all you can do is make your deck just a smidge smaller).
Agreed. The main thing about T2-MP is that you need to have table awareness. Be aware of what all your opponents are playing. Know which cards have been played and which cards are outstanding. Know when you are best to safely give up a freeby and when you should stand your ground. Learn who to attack and when.

Oh yeah--never ever ever let The Guardian make a rescue. If you have to unload a dominant or two to prevent him from rescuing his first soul--do it. Remember, Justin cannot get to seven if he never gets to one.

Offline The Guardian

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Re: Type 2 Multi
« Reply #7 on: June 03, 2014, 05:34:06 PM »
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Somehow MJB never misses a chance to give that advice... :doh:
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Offline Mr.Hiatus

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Re: Type 2 Multi
« Reply #8 on: June 04, 2014, 10:56:24 AM »
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Card advantage is huge. That doesn't mean constricting your opponents, because you want them to cards available as well. Writ/charms are key, lost soul selection is also a big factor. The Darkness is a must. I usually leave out WoP and always have banders on both offense and defense. I usually don't include search cards due to Nazy, so I double up on drawing. Banding heroes are huge, as well as protection heroes since writ/charms and peoples dominants. Getting a lead too early usually places a bullseye on you. Don't waste dominants early on. There's no point cm'ing a lone hero when the opponent is going for his second lost soul. Target other peoples top heroes. Don't use sites! Or raiders camp. You want to be attacked, to an extent. You want to have a strong defense that can hurt others, but not too strong that your opponents will never attack you. I like to draw on my defense and discard peoples heroes, then give up a lost soul depending on the situation. Giving up a lost soul is not always ideal, but when it makes someone else the target and not you, it might save you from dominant abuse.

Offline whiteandgold7

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Re: Type 2 Multi
« Reply #9 on: June 04, 2014, 11:03:34 AM »
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Great advice.  In a lot of ways T2 is thinking outside of the box, and Multi player is affect everyone, and expect everyone to affect you. 

Somehow MJB never misses a chance to give that advice... :doh:

Justin,

I hope I get to play you this year.  I do not believe that I've played you T2 in about 10 years lol

Steven

Offline The Guardian

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Re: Type 2 Multi
« Reply #10 on: June 04, 2014, 02:31:23 PM »
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That would be correct, 2004 down in New Orleans.  8)
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Offline DJWeb

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Re: Type 2 Multi
« Reply #11 on: June 04, 2014, 06:33:24 PM »
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How good/bad is the 2/3 Liner?

Offline everytribe

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Re: Type 2 Multi
« Reply #12 on: June 04, 2014, 07:35:52 PM »
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In Minnesota the 2/3 Liner is Banned in Type 2 Multi
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Offline everytribe

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Re: Type 2 Multi
« Reply #13 on: June 04, 2014, 07:40:26 PM »
+2
P.S. Many times we end up playing a T2 MP game at the North Heights game nights so if you can make it to any of those, you'll start to get a good feel for T2 MP games.

The only problem with playing type 2 multi at North Heights is you will be the only one at the table that is not a National Champ.
Old Guys Rule

Offline Redoubter

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Re: Type 2 Multi
« Reply #14 on: June 04, 2014, 09:19:40 PM »
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How good/bad is the 2/3 Liner?

Varies.  With multiple Burials at play, these are magnets to get discarded when half-rescued.  If you play a defense that shuffles souls without failing often, it can help, but that also means you will be a target less for others to rescue against.

It has a place, but not a very large one.

Offline EmJayBee83

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Re: Type 2 Multi
« Reply #15 on: June 04, 2014, 09:47:27 PM »
+1
How good/bad is the 2/3 Liner?
Personally, I think that maximizing your flexibility in awarding a lost soul is important in T2 MP. This means the 2/3 Liner is less than an ideal lost soul choice.

Offline The Guardian

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Re: Type 2 Multi
« Reply #16 on: June 05, 2014, 02:44:19 AM »
+1
Because of rescuer's choice, more often than not your opponents can choose the ideal time to go after a 2 or 3 Liner. IMO, there's better options available.
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