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By The Numbers
by Sith Dragon
September 26, 2005
I'm back! Sorry I
haven't gotten this out sooner, but it has been a very
hectic couple of weeks. Okay, you now have your cards,
but for newer people you may not know quite how to
effectively build a deck. The next few articles will
help you. Tech decks like Teen Titans and sentinels
require different forms of building, so for these
articles we are going to look at straight curve, and
today we shall start with a breakdown of the drops slot
by slot.
In Vs I run 30-34 characters depending on the effects in
the deck. A normal deck you want 30/31 characters, if
you have a lot of 'discard character' cards then you may
want to run around 34. In the game of yugioh you can
survive not having monsters for at least awhile, but in
Vs if you don't have characters you are screwed, so at
least 30 cards must be characters.
The trick to this game is 'hitting the curve' as it's
called. In other games you can make a comeback if you
fall behind early, but in Vs. its much harder to stage a
comeback once you fall too far behind, but likewise, you
may have a nice lead, but missing one of the latter
drops (4-7) can often mean you are going to lose not
only the lead but the game as you will be missing the
much needed firepower to hang with your opponent.
***WARNING*** You WILL miss drops. No deck is so stable
that you won't miss important drops.
Searchers and tech decks make it a bit easier to cover
holes, but every deck will backfire eventually. So here
we go drop by drop.
1 drop (avg size 1/1): If you have read my reviews, you
know by now that I really do not like 1 drops unless
they have really good effects. Most teams do not have 1
drops that are worth running, but there are a few out
there depending on your team. 1 drops are pretty much
worthless as they wont do more than a couple points
damage and then leave you open to an attack later for an
almost guaranteed 4 or more points. If you think you
like a 1 drop then feel free to run a couple, but I
would run no more than 2 unless they are a key gimmick
to your deck.
2 drop (avg size 2/2): the two drop gets a bit more
important, and missing this drop isn't the end of the
world, but if you opponent hits and you don't it could
begin to give your opponent the beginnings of a numbers
advantage. If you can help it you want to hit this drop,
yet pulling a 2 drop late in the game won't do you much
good, unless you run a 5 or 6 drop of the same
character, which I will go into in a an article about
character diversity. Depending on how deep your
character pool is at this drop I would run 4-6 cards.
You need enough 2 drops to make sure you can draw it
early, yet not so many that you will draw a lot of them
late in the game. This drop is also early enough that
you can add in some unaffiliated characters and get away
with it - most popular are cards like puppet master.
3 drop (avg size 4/4): From this point on you need to
hit the curve. Some decks can survive missing a drop,
but you better hope your opponent doesn't curve or
you're in for an uphill fight. I generally run 6 cards
on this drop. Depending on how your deck runs, you may
+/-1. This is the drop where character advantage begins
to take hold and the drops can start to do some real
damage to endurance totals.
4 drop (avg size 7/7): The four drop is probably the
first of the drops where you really don't want to miss.
Characters here can start to get up to 8-10 attack, 11
in the case of feral rage Sabertooth.
Again here you want to run about 6 cards. You need to
draw it, yet you don't quite have enough time to draw
into it.
5 drop (avg size 9/9): This drop is one you need to hit,
yet now we are to the point in the game that the odds
have gotten descent enough that you can draw into it. I
run 5 cards here. In some decks I still run six, but
generally I will stick with five. You don't want to be
tripping over this drop early in the game.
6 drop (avg size 12/12): Now you are late enough in the
game that you can hopefully draw into your big drops. I
only run 4 of this drop. Also, from here on out if you
miss a drop and your opponent does not, you will be
missing some serious firepower without something like a
savage beatdown.
7 drop (avg size 15/15): on turn seven I run 3. This is
a very important drop as this is the drop where an
evenly matched game will usually end. Three generally
gives you a fairly good chance to draw into this drop.
If the team you are running does not have a good 7 drop,
then, like on the 2 drop, you can start running whatever
character you wish here on out, whether it be
unaffiliated or another team. Power is power and I doubt
you are generally going to team attack or reinforce your
7 drop.
8 drop (avg size 17/17 but size really varies here):
On the eight drop, most games wont reach this drop, but
enough games will see this drop that you need to run it.
Here I only run one card. Again, any team can work here.
Okay that's the basics on numbers. My next article I'll
cover character diversity and things like search cards.
Certain teams modify the curve a bit, but I hope this
helps you get started. The best advice no matter what
you build is to practice, practice, practice. You will
have bad draws. Everybody does, so play, shuffle and
play again. If you are drawing all small drops and you
are sure it isn't a shuffling issue then take out a 2,3,
or 4 drop, and either add a
+5 drop or leave the deck minus the character if you
are drawing too heavy on characters.
Send questions, comments, rants and raves to
Sithdragon13@yahoo.com. I love to hear from people who
read my articles and what you guys need to hear. Until
the next time..BATTLE ON!
"Are you threatening me, Master Jedi?"
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