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Thread Statistics | Show CCP posts - 3 post(s) |
Ryuteki
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Posted - 2006.08.25 17:28:00 -
[1]
In another thread I saw this quote:
Quote: On the topic of powerlevel, from my (admittedly limited) experience so far a few cards are so brokenly powerful that it's not even worth considering not playing it 4x
I was curious what people who've had their cards longer than me believe fit that category. Thus far I'm thinking any News that destroys News, Pirate Mercenaries, Hired Mercenaries or Stubborn Mechanics. Probably Veldspar and Sansha's Trade Outpost. -------------------------- Just here for the CCG. :) |
Shayla Sh'inlux
Millennium
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Posted - 2006.08.25 17:47:00 -
[2]
Well, Guardian and Oneiros for starters.
And then there's Insurance Fraud of course.
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Faya
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Posted - 2006.08.25 21:22:00 -
[3]
Information At A Cost is always useful for all (Caldari) decks.
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Shayla Sh'inlux
Millennium
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Posted - 2006.08.25 22:22:00 -
[4]
Veteran's premature retirement is a must-have x4 include if you plan on winning by destroying your enemy as Gallente.
The Amarr News card that destroys any card as it's being played is also 4x auto-include. I'd also wouldn't want to leave without the permanent news card that makes your opponent pay 4 to you before he can play a news card, but you don't need 4.
Also Sansha Outpost is a must-have in any deck as a first turn +2 income (which is like 90% chance in a 52-card with the redraw rule) means you'll have a tier 3 frig undocked at the start of turn 3 or a high-end cruiser at the start of turn 4. We found that being pretty game deciding.
It may even be worth rewording "limited" to "can only play one limited card per turn and a deck can only have 1 copy of a given limited card" cos for serious 1v1 play you NEED to have 4x Sansha Outpost.
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Thkiir
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Posted - 2006.08.25 23:22:00 -
[5]
Originally by: Shayla Sh'inlux Also Sansha Outpost is a must-have in any deck as a first turn +2 income (which is like 90% chance in a 52-card with the redraw rule)
Not to pick nits, but as a math major working for a statistics company, I feel obligated to point out that it's really more like a 70% chance.
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Testy Mctest
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Posted - 2006.08.26 00:26:00 -
[6]
There are a fair few of what I'd call broken and very good cards in this game. In no particular order:
Guardian (duh) Oneiros (not as uber as Guardian, but still uber) Scorpion (assembly 2, auto win all battles for the rest of the game? yes please!)
Bad News (THREE CARDS? and an alternate ability? err....ok!) Information At A Cost (would be auto 4x include in every deck if more races could play it) Insurance Fraud (uh, ok, our fleets kill eachother. I gain 50 ISK. I win.) Martial Law (talk about a finishing move)
Scrapheap Challenge! Liverpool Eve CCG Tournament, 02/09/06!
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Shayla Sh'inlux
Millennium
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Posted - 2006.08.26 01:09:00 -
[7]
Originally by: Thkiir
Originally by: Shayla Sh'inlux Also Sansha Outpost is a must-have in any deck as a first turn +2 income (which is like 90% chance in a 52-card with the redraw rule)
Not to pick nits, but as a math major working for a statistics company, I feel obligated to point out that it's really more like a 70% chance.
Yeah technically it's just over 72%. Regardless, it's must-have for competitive play.
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Draaken
Caldari hirr Morsus Mihi
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Posted - 2006.08.26 23:43:00 -
[8]
Originally by: Testy Mctest Insurance Fraud (uh, ok, our fleets kill eachother. I gain 50 ISK. I win.)
Insurance Fraud, Frailty Tower (upgraded), Stabber -> Welcome to ISK heaven.
Must-haves in my deck: Mind Control Lost Deliveries Damage Control Subsidized Industries Guardian
Combination of 'Assembly I' smallfry frigs, Subsidized Industries and Lost Deliveries is a major pain and is guaranteed to make you prime target once you run out of Lost Deliveries and/or Damage Controls. I just wish Impending Doom was an Amarr-playable card. ____________________ first!!1!! -Capsicum
Originally by: Wrangler I lock, therefor I am.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.27 02:15:00 -
[9]
Originally by: Shayla Sh'inlux Also Sansha Outpost is a must-have in any deck as a first turn +2 income (which is like 90% chance in a 52-card with the redraw rule) means you'll have a tier 3 frig undocked at the start of turn 3 or a high-end cruiser at the start of turn 4. We found that being pretty game deciding.
You do know sansha's outpost makes you return it to your hand when the next location is played right?
I prefer omber and scordite. Sac a veldspar for a 2 income, 2 mineral, double minable location? Sure, why not.
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Drelnar
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Posted - 2006.08.28 07:11:00 -
[10]
I dont think the outpost is a certain include.The fact that is both limited and returns to your hand (and even can be returnd to your hand by your opponent) makes it very limited in use.
When you have 1 in play and draw a second then the second is useless.
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Tallest
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Posted - 2006.08.28 12:16:00 -
[11]
Not if you play the second one in another region. I love Sansha's Scout Outpost.
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Malthros Zenobia
Caldari Independent Navy Reserve Kimotoro Directive
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Posted - 2006.08.28 16:16:00 -
[12]
My deck tends to go fast enough that 'other regions' don't get used.
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Thkiir
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Posted - 2006.08.28 16:52:00 -
[13]
Originally by: Shayla Sh'inlux Yeah technically it's just over 72%. Regardless, it's must-have for competitive play.
Edit: I forgot you also get to draw an 8th card in your first turn so that ups the odds to exactly 75,1598% to get one on your first hand.
I could fight with you over what the number is but that's not my point. All I was saying is that you're far from guaranteed to start with one.
Also, keep in mind that if you go first you don't draw on your first turn.
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Shayla Sh'inlux
Gallente
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Posted - 2006.09.01 00:07:00 -
[14]
Edited by: Shayla Sh''inlux on 01/09/2006 00:09:08 Fair enough :-).
But I'd be happy to argue cos the chance of not having it in the top 14 cards would be exactly:
48nCr14 / 52nCr14 (by lack of better notation I assume you know what I mean) which is 0,273, leaving 0,727 or rather 72,7% chance of having it. This is of course also assuming you replace all 7 cards which is highly unlikely, but not impossible.
Alternatively you could calculate the chance of not having it as 48/52 * 47/51 * 46/50 * 45/49 * ....... * 34/38 = obviously also 0,273.
Now unless there's a rule that I missed that requires you to reshuffle the replaced cards into your deck before actually replacing them the 72,7% is correct. If there is such a rule I'm wrong obviously.
Then assuming you don't go first and didn't get a Sansha's outpost in your first 14 cards, you get to draw an eigth card, which has a 41/45 chance of not being a Sansha's Outpost. So we do 0,273 * 41/45 = 0,2484 chance to NOT get the Outpost. So the chance to get it is 0,7516 or exactly 75,16% as per my previous post, barring some insignificant rounding errors.
I'd really like you to see how you get a different figure than this.
Oh, we could of course add in a Slave Mines to add to the effect of getting it on first turn since you could actually afford to pay the 1 isk and discard it to draw an extra card, but that would get too complex for this hour of the day, so I'll leave it at that.
Quote:
You do know sansha's outpost makes you return it to your hand when the next location is played right?
Yes I do. So? It costs 1 and gives 2. And when it bounces to your hand, just put it back in play if you didn't play a Limited location.
Quote:
I prefer omber and scordite. Sac a veldspar for a 2 income, 2 mineral, double minable location? Sure, why not.
I hate Omber cause it makes me lose cards and it isn't that good. I like Scordite, but that's because I sacrifice Sansha's Outpost for it when it comes into play. Or crumling moons that I then recycle back into play by discarding the Sansha's Outpost that bounced to my hand some turns earlier.
I love Sansha's Outpost and it will be 4x auto-include until I find something that's suits my needs better.
Another card that my Gallente decks won't leave home without four copies is Damage Control now that I found out that "Destroy Target News" also means "target news card that is being played at the moment to screw you over" instead of just ones that remain in play as card text suggests.
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Thkiir
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Posted - 2006.09.01 01:52:00 -
[15]
Originally by: Shayla Sh'inlux Now unless there's a rule that I missed that requires you to reshuffle the replaced cards into your deck before actually replacing them the 72,7% is correct. If there is such a rule I'm wrong obviously.
Well, that explains things.
Originally by: such a rule 3. Draw your opening hand All players draw 7 cards from their markets. Starting with the player who goes first, all players may choose any number of cards from their hand and reshuffle them into their markets, and then refill their hand to 7 cards (do this only once and only at the beginning of the game.
Originally by: Shayla Sh'inlux I like Scordite, but that's because I sacrifice Sansha's Outpost for it when it comes into play.
Good call on this one. While the rules don't say so specifically, I'd have to assume that "if" is also considered a pending ability (like "when" and "at"), so that'd work.
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Tallest
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Posted - 2006.09.01 11:23:00 -
[16]
I hate to rain on your parade... but Sansha's Scout Outpost is returned to your hand when you play Scordite. So it's not there anymore when Scordite comes into play.
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Testy Mctest
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Posted - 2006.09.01 12:48:00 -
[17]
Sansha's Scout Outpost is, in my opinion, the best location in the game. It's a 3x auto include in almost every deck I play.
Originally by: D'Hofren The amazing boost amarr thread with it's amorphic elastic maths
Scrapheap Challenge!
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Rhava
Caldari
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Posted - 2006.09.01 14:25:00 -
[18]
I like Star Chart Enterprices + Scordite combo.
If I get theese and a scout from start i have 8 ISK in round 2. (Unless I spend the last 2 ISK in 1st round.)
Star Chart is decent without scord, since most decks play locations at start. (AFAIK.)
However Scord is useless without Star Chart, so need a few more locations to be safe.
"A war dosn't tell who is right, only who is left." |
Shayla Sh'inlux
Gallente
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Posted - 2006.09.02 01:14:00 -
[19]
Originally by: Tallest I hate to rain on your parade... but Sansha's Scout Outpost is returned to your hand when you play Scordite. So it's not there anymore when Scordite comes into play.
Parade? If that's supposed to read like it reads to me, I'll chip in I expect developers of games to use a different tone towards their players.
Anyway thanks for clarifying, but having a go at the cards tonight I'm wondering if the difference between "comes into play" and "is being played" which is, IMO, a pretty CCG-unique and kinda cumbersome difference specifically thought up to prevent this very combination, because I can't find any others where it would matter.
Or, is it all part of a greater plan to introduce more cards that interact in those two timing windows.
I don't mind the combo working or not; I just want the rules to be perfectly clear and not open to interpretation which this forum has several examples of already.
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Thkiir
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Posted - 2006.09.02 02:02:00 -
[20]
I think this is why it doesn't work:
You play Scordite. When it goes on the pile, SO's action that triggers on playing another location in the same region also goes on the pile.
Because of that, SSO resolves and then Scordite resolves, coming into play and triggering its own card text.
It looks to me like the trick is in distinguishing between when a card is played and when that card comes into play.
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Tallest
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Posted - 2006.09.04 10:44:00 -
[21]
Shayila, I appologize if I sounded condescending. I meant no disrespect, I just like that saying and I use it alot.
I hate to rain on your parade.
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Testy Mctest
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Posted - 2006.09.04 12:57:00 -
[22]
Personally I think 'played' and 'comes into play' seem clear cut in their difference.
Originally by: D'Hofren The amazing boost amarr thread with it's amorphic elastic maths
Scrapheap Challenge!
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Shayla Sh'inlux
Gallente
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Posted - 2006.09.04 15:23:00 -
[23]
Originally by: Tallest Shayila, I appologize if I sounded condescending. I meant no disrespect, I just like that saying and I use it alot.
Ok no offence taken then :-)
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Ryuteki
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Posted - 2006.09.05 06:29:00 -
[24]
Originally by: Shayla Sh'inlux I'm wondering if the difference between "comes into play" and "is being played" which is, IMO, a pretty CCG-unique and kinda cumbersome difference specifically thought up to prevent this very combination, because I can't find any others where it would matter.
Or, is it all part of a greater plan to introduce more cards that interact in those two timing windows.
It is a fairly common distinction in CCGs, and yes, it only tends to matter in CCGs where you need those fine timing distinctions. -------------------------- Just here for the CCG. :) |
Tavec Del'Tia
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Posted - 2006.09.13 17:29:00 -
[25]
For me, I've been playing CCGs since '98. The cards that do it every single time are what are commonly refered to as PK. Personality Kill. In this case... ship kill. Granted I havev't seen the whole set. I only bought both starters and about a dozen boosters at GenCon. But cards like Adaster's Disaster are in my Minmater deck. Veterans Early retirement will be used along with other cards that inflict damage or remove the card from play (faction appropriate of course). I don't care if it goes to my opponants hand; it's out of play, right now, and if it's a good ship I won't have to worry about it for 2-3 turns (provided the game lasts that long ). The next set of cards that are a must for me in this game anyway will be card draw. ONE. CARD. PER. TURN. really blows chucks. So... I suspect card draw effects will be BIG. Bigger than PK. By extension, the one must have region for me is the one that let's you draw an extra card at the beginning of your turn.
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Vardemis
Confederation of Red Moon Ascendant Frontier
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Posted - 2006.10.22 20:24:00 -
[26]
Bad News Information At A Cost By The Emperor's Decree Sansha Scout Outpost Echoes Of Gloom Bay Damage Control
All very handy and grant either a good card advantage or have a very high versatility. Testy's selection is pretty nice too.
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