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Maximizing the Curve
by Sith Dragon
October 03, 2005
My last article I
gave you a rough template on how to construct your
characters by the drop, but what about each individual
drop? How many different characters do I run per drop?
Is it best to have all of one character or a couple of
several?
Many decks will answer this question on their own, as
they either don't have many characters on certain drops
or the ones they have are not very good other than one,
maybe two, characters. Yet there are some teams that
have many characters that all seem to be just as good as
the others. Here are some things you can look at to help
you decide.
First look at your theme. If there is a very specific
thing you are trying to accomplish then many times this
will eliminate some of the characters simply because
they don't fit the mold of the deck. Beefy attackers are
of little use in a stall deck, or making an archangel/polaris
deck you want everyone to have flight.
Select the characters you know you want in the deck.
Is there a pattern? Do you seem to have a lot of
attacker with even costs and defenders with odd costs?
This can also help weed some characters out if your deck
fits a mold like this.
How many of a character are you running on different
drops? Don't ever run a lot of one character that will
trip over themselves. This is when a character has
multiple versions within a drop or two of each other. My
beloved Gotham team suffers greatly from this. They have
a slew of characters that could all see play, but most
of the characters are two or less drops apart (Huntress,
Batgirl, Batman, Spoiler among others). You don't want
to have to give up you four drop because your five drop
is the same character.
Even running a three and five drop can be very risky.
As you get to turn five and up the chances of the
previous drop surviving grow slimmer, so it can be a bit
safer. In the case of the Gotham deck I take the cards I
know I want in there and that will eliminate many other
characters as the other version may be good, but with
them only a drop apart, they can't be run.
So how do you pick what characters to run and how many?
The deeper the pool of characters you can work in the
more stable your deck will be. It will also make it
harder for the decks out there that get bonuses when a
certain character comes out as you have other options.
Lets look at an X-men deck. Of all the teams I think
X-men have the deepest character pool of any team out
there. There are generally at least 3 good, playable
characters per drop and they don't trip over themselves
like Gotham Knights. If you can run a couple of each you
get a very diverse pool of characters. Another advantage
to this in later drops is that if you are running 2-3
six drops, it wont hurt quite as bad if you should miss
your seven drop, hopefully one of the two six drops can
deal with your opponents seven drop with some help.
If you run all of one character on a certain drop,
missing the next drop will hurt more as you wont be able
to play a character only a drop behind. Instead it may
be a couple drops smaller, which could really hurt.
OK, so we run a couple of multiple characters on every
drop right? Not quite. As you look at your character
choices for a drop, is there a character that is either
so good or so needed for your theme that you must have
it? In these cases you will want to run 3-4 of that card
and let it dominate that drop. For
example: My current Gotham build is based around hand
drawing. On the three drop I let Oracle dominate that
slot by running 4 of her. I need her out so I let her
dominate the 3 slot.
Another good idea is look at the character that
dominates a certain slot. To round out the drop try to
pick a character that is opposite of that character.
Since oracle is not an attacker, I don't want to get
hosed when I get stuck with initiative on the odd drops,
so I use 2 three drop batmans (5att/4def). If your team
has a search card that can also help you go get the
character you only run 1-2 of on a drop. Another good
example would be a blob/feral rage sabertooth combo. One
is an awesome defender and one is an awesome attacker.
The other advantage to diversity is since there is no
side deck to accommodate mid-game adaptations to an
opponent's deck, throwing a couple interesting
characters that have abilities that will help against
main stream decks is always a plus.
So to sum up this rather long-winded article, you want
your drops to have some diversity to give you some
options, but if a character is essential to your deck
idea them feel free to max it out. If you have any
comments or questions, as always feel free to email me
at Sithdragon13@yahoo.com. Just remember everything is
an experiment so be patient with your decks. BATTLE ON!
"Are you threatening me, Master Jedi?"
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