Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Dimension Gates > Thread: Advanced decks
Thread: Advanced decks
browngm1
browngm1


Hired Hero
posted October 24, 2005 10:42 PM

Advanced decks

I have been thinking about ways to make the best possibilities in decks. I dont really have anyone to play against though so i dont know how my ideas will work. Does anyone have any good ideas?
____________

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
J-Tech
J-Tech


Hired Hero
posted October 25, 2005 01:19 AM

Well, in my limited experience, the name of the game seems to be cycling. That is, the ability to continually draw cards from your deck, as a result of special (or not so special) effects.
Income gathering locations are the obvious choice here. The faster you deplete your deck, the faster you are getting to the cards you want in hand, the more cards you can buy, and the faster you can get back to cards ditched into the discard pile. Any deck will find themselves at the mercy of luck of the draw, until they can get a steady card draw of 2-3. Including the "cycle out" phase at the end of the turn, that means you're getting through 4 cards a turn.
Without proper cycling, even the most tuned deck will be struggling to catch up to an opponent drawing 6 cards per turn.

J-Tech

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
startune
startune


Promising
Adventuring Hero
posted October 25, 2005 10:48 PM

These are generalities that can be at least partially true, but the most important thing is that your deck is built to work with itself. I have one deck that is built to operate well on only 2 cards per turn, and I rarely get a level 4 creature into my army at all.

Only playing your deck against competant opponents can yield the feedback necessary to make a superlative deck.
____________
Jonathan Bjork
Director of Games Development
DGA Games
http://www.dgagames.com

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
doc8466
doc8466


Known Hero
Event Coordinator Annapolis MD
posted October 26, 2005 05:52 PM

I'm with you J-Tech.  I chose Order back at GENCON just because of their income ability.  Nobility/Estates/Mining with a gold mine had me drawing 6 or more cards per turn.  Granted it was the first tournament and we were all pretty much novices, but with my draw ability and shear army size (which replenished itself quickly after knocking out the first player in the finals) and Dragon Golems phase 1 with Ultra First Strike, I squashed 'em!  And since we were playing teams and using "resource sharing" anything I didn't spend got sent to my partner and vice-versa.  We were loaded and HUGE!  

As I gain more experience playing other competent players, I'll look forward to discussing strats then!

-Doc

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Psychobabble
Psychobabble


Known Hero
posted October 29, 2005 02:38 AM

It seems to me that life has a potentially powerful strategy here. If you start with 3 peasants you've got a jump in early game generation and then if you concentrate on angels you can make all your mines gold mines for the (chance of) extra activation. I don't have enough gold mines or angels to do this (1 and 1), but anyone care to see how it works?
____________
H4TCG Review
H4 Map Reviews
Successful trades w/Teuta and doc

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
startune
startune


Promising
Adventuring Hero
posted October 30, 2005 04:16 PM

The peasant / angel deck is a popular build, and it works well. Decks can easily be defined to defeat it, but with enough crusaders in the mix, it is what I would call a powerful rookie deck.
____________
Jonathan Bjork
Director of Games Development
DGA Games
http://www.dgagames.com

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread »
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.0202 seconds