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Stage 1 - "the bigger the better" Players quickly learn that the bigger guy wins the battle so they make decks with as many big guys as they can and as many big enhancements that they can. (example: Angel decks)Stage 2 - "the pen is mightier than the sword" Players learn that their huge 10/10 character can be instantly killed by a 1/1 character with an enhancement that says to "discard" him. So they make either add a bunch of "negating" enhancements in their decks to stop those from killing their big guys, or they make decks with all little guys so that they can play the "discarding" cards first. (example: FBN decks)Stage 3 - "you can't touch this" Players learn that there are some cards and characters that make those "discard" type abilities so that they can't be negated. So they make decks with little characters and those so that they can't be stopped. (example: Splash decks)Stage 4 - "homey don't play dat" Players learn that if they can ignore someone before the battle begins or be protected, that the other player has to just sit and watch them take lost souls. (example: The Garden Tomb and Z-temple decks)Stage 5 - "the best of all possible worlds" Players learn to assimilate parts of each of these into a cohesive whole which is greater than the sum of its parts. At this point they are ready to win at all levels and inspire all those who play them. (example: Gabe decks)
Quote from: Prof Underwood on January 19, 2009, 05:34:53 PMStage 1 - "the bigger the better" Players quickly learn that the bigger guy wins the battle so they make decks with as many big guys as they can and as many big enhancements that they can. (example: Angel decks)Stage 2 - "the pen is mightier than the sword" Players learn that their huge 10/10 character can be instantly killed by a 1/1 character with an enhancement that says to "discard" him. So they make either add a bunch of "negating" enhancements in their decks to stop those from killing their big guys, or they make decks with all little guys so that they can play the "discarding" cards first. (example: FBN decks)Stage 3 - "you can't touch this" Players learn that there are some cards and characters that make those "discard" type abilities so that they can't be negated. So they make decks with little characters and those so that they can't be stopped. (example: Splash decks)Stage 4 - "homey don't play dat" Players learn that if they can ignore someone before the battle begins or be protected, that the other player has to just sit and watch them take lost souls. (example: The Garden Tomb and Z-temple decks)Stage 5 - "the best of all possible worlds" Players learn to assimilate parts of each of these into a cohesive whole which is greater than the sum of its parts. At this point they are ready to win at all levels and inspire all those who play them. (example: Gabe decks)And at some point is where the player learns that 150 card decks with no duplicates is a bad idea(usually between stage 1 and 2 or during stage 2)
Quote from: JSB23 on January 19, 2009, 05:47:06 PMQuote from: Prof Underwood on January 19, 2009, 05:34:53 PMStage 1 - "the bigger the better" Players quickly learn that the bigger guy wins the battle so they make decks with as many big guys as they can and as many big enhancements that they can. (example: Angel decks)Stage 2 - "the pen is mightier than the sword" Players learn that their huge 10/10 character can be instantly killed by a 1/1 character with an enhancement that says to "discard" him. So they make either add a bunch of "negating" enhancements in their decks to stop those from killing their big guys, or they make decks with all little guys so that they can play the "discarding" cards first. (example: FBN decks)Stage 3 - "you can't touch this" Players learn that there are some cards and characters that make those "discard" type abilities so that they can't be negated. So they make decks with little characters and those so that they can't be stopped. (example: Splash decks)Stage 4 - "homey don't play dat" Players learn that if they can ignore someone before the battle begins or be protected, that the other player has to just sit and watch them take lost souls. (example: The Garden Tomb and Z-temple decks)Stage 5 - "the best of all possible worlds" Players learn to assimilate parts of each of these into a cohesive whole which is greater than the sum of its parts. At this point they are ready to win at all levels and inspire all those who play them. (example: Gabe decks)And at some point is where the player learns that 150 card decks with no duplicates is a bad idea(usually between stage 1 and 2 or during stage 2) I'm not that bad. Trust me. lol
ok don't necroe post because it is rude and makes people mad.