Post by TopCat on Feb 17, 2008 4:24:43 GMT -5
The key to progressing in this game is to learn to be efficient. The enemy of this required efficiency is randomness. After all, if it wasn't present you'd choose where to land and how your book was distributed. However, they are present and must be accepted, expected, and dealt with. What's important is to mitigate the effects of these factors to give yourself the greatest advantage. You'll have to deal with the randomness on two different levels, via Planning and Opportunism. The second comes with much experience; once you've developed not only a feel for the cards but how they are interconnected you gain a sense of what actions to take and when. The first, however, can be addressed right away. I hope to give a somewhat exhaustive and precise method to use when constructing a book to help address this issue.
Planning:
The most important thing to do is to build a book with a theme. The reason is that a thematic book will have cards that are working in unison; some form of synergy is present be it weak or strong. This is important because effective planning requires knowledge of how your book works, ie, what's important to implement combo wise, and how well-timed it is. If your core requires Goblin's Lair to start and you don't anticipate bad draws with book compression spells, then you have planned poorly. If your book is slow and defensive, yet nigh-untouchable when it gets going, and you don't anticipate an opponent's quicker defensive book, then you'll lose the magic race; you have planned poorly. You must remember, nothing matters in the game except attaining the magic goal and reaching the castle first.
Consider a slipshod book, poorly conceived and implemented. It might rely on dropping creatures and leveling up whichever lands have stronger creatures. It doesn't grease its own gears with effective spells/creatures which may facilitate the summoning or protection of these strong creatures. It doesn't have safeguards in place in case of a bad draw, bad rolls, or important creature death. It can't plan ahead and establish card value based on match progression as their is no pre-established "game plan" to shoot for.
A game plan is a focus on bringing about some combo deemed powerful enough to win a match once implemented. It's the level 5 Sea Bonze with Land Protection, or the Leshy - Doppelganger combo. Without determining and implementing one, you are doing little more than running through the rudimentary motions of Culdcept in a very inefficient manner.
Now consider a book based on a solid theme. You can now more easily ascertain not only card value but precise course of action because you know what's important as you've built a book with an effective game plan. Say my book is parasitic and it's late game. I know that the cards that fuel my land stealing are most important; I prioritize them and this makes it easier to decide which cards I will discard if I must, and what steps should be taken now to lure the opponent into a trap or to set up a land stealing combo. For instance, I may realize that once my opponent summons a Frost Beast that he'll level it up, and I'll know whether or not its a land I can plan to take. If so, I know to prioritize spells like Paralyzer, Intrusion, Chariot, Lunatic Light, etc. I may use Find and dump many useful cards to draw ones deemed critical. Without a theme, there can be no game plan, and I've established how bad that is.
So now we know that a theme is important as it creates the opportunity to create game plan. There is still something missing, however, and that is the other important element to planning: versatility. No game plan is inevitable. As you can only mitigate a bad draw or bad rolls so much, you can't ensure that your plan will reach fruition. You also can't ensure that your opponent won't have a hard counter or be luckiest of the players. That being the case, it's very important that your book be able to adjust. It must have multiple methods to attain victory; it must involve many card combos with can work together and lead into any of several game plans. For instance, I run a book centered on green chains and Tokebi's Land Transfer. I can win by having Sakuyas develop my green land chain and Grimalkins holding on to high level lands. If I determine that won't work in a particular match, I can establish quick chains and use Land Transfer to pocket land value and hold on to it. If I fear Drain Magic I can build up slowly and plan on stealing lands with Intrusion + Senility or scrolls. I also have the choice of holding lands with Mudman + Land Protection or Rock Shells if I believe it'll be quicker/more effective. I also have the option of playing any of the choices simultaneously and committing to one or the other later as I observe and predict match progression. That is an example of versatility; in short, constructing a book that has more than one way of attaining victory. Consider it the prime safeguard for counters and poor luck and absolutely essential to any amount of consistent success.
Well, that covers the explanatory steps. Keep your eyes peeled for Part 2 where I'll take a look at card distribution within a book.
Planning:
The most important thing to do is to build a book with a theme. The reason is that a thematic book will have cards that are working in unison; some form of synergy is present be it weak or strong. This is important because effective planning requires knowledge of how your book works, ie, what's important to implement combo wise, and how well-timed it is. If your core requires Goblin's Lair to start and you don't anticipate bad draws with book compression spells, then you have planned poorly. If your book is slow and defensive, yet nigh-untouchable when it gets going, and you don't anticipate an opponent's quicker defensive book, then you'll lose the magic race; you have planned poorly. You must remember, nothing matters in the game except attaining the magic goal and reaching the castle first.
Consider a slipshod book, poorly conceived and implemented. It might rely on dropping creatures and leveling up whichever lands have stronger creatures. It doesn't grease its own gears with effective spells/creatures which may facilitate the summoning or protection of these strong creatures. It doesn't have safeguards in place in case of a bad draw, bad rolls, or important creature death. It can't plan ahead and establish card value based on match progression as their is no pre-established "game plan" to shoot for.
A game plan is a focus on bringing about some combo deemed powerful enough to win a match once implemented. It's the level 5 Sea Bonze with Land Protection, or the Leshy - Doppelganger combo. Without determining and implementing one, you are doing little more than running through the rudimentary motions of Culdcept in a very inefficient manner.
Now consider a book based on a solid theme. You can now more easily ascertain not only card value but precise course of action because you know what's important as you've built a book with an effective game plan. Say my book is parasitic and it's late game. I know that the cards that fuel my land stealing are most important; I prioritize them and this makes it easier to decide which cards I will discard if I must, and what steps should be taken now to lure the opponent into a trap or to set up a land stealing combo. For instance, I may realize that once my opponent summons a Frost Beast that he'll level it up, and I'll know whether or not its a land I can plan to take. If so, I know to prioritize spells like Paralyzer, Intrusion, Chariot, Lunatic Light, etc. I may use Find and dump many useful cards to draw ones deemed critical. Without a theme, there can be no game plan, and I've established how bad that is.
So now we know that a theme is important as it creates the opportunity to create game plan. There is still something missing, however, and that is the other important element to planning: versatility. No game plan is inevitable. As you can only mitigate a bad draw or bad rolls so much, you can't ensure that your plan will reach fruition. You also can't ensure that your opponent won't have a hard counter or be luckiest of the players. That being the case, it's very important that your book be able to adjust. It must have multiple methods to attain victory; it must involve many card combos with can work together and lead into any of several game plans. For instance, I run a book centered on green chains and Tokebi's Land Transfer. I can win by having Sakuyas develop my green land chain and Grimalkins holding on to high level lands. If I determine that won't work in a particular match, I can establish quick chains and use Land Transfer to pocket land value and hold on to it. If I fear Drain Magic I can build up slowly and plan on stealing lands with Intrusion + Senility or scrolls. I also have the choice of holding lands with Mudman + Land Protection or Rock Shells if I believe it'll be quicker/more effective. I also have the option of playing any of the choices simultaneously and committing to one or the other later as I observe and predict match progression. That is an example of versatility; in short, constructing a book that has more than one way of attaining victory. Consider it the prime safeguard for counters and poor luck and absolutely essential to any amount of consistent success.
Well, that covers the explanatory steps. Keep your eyes peeled for Part 2 where I'll take a look at card distribution within a book.