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 Post subject: MetaGame
 Post Posted: Tue Jun 08, 2010 5:54 pm 
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This is a thread to get some thoughts from the vets about where this game is going in regards to the metagame. Cave has brought up repeatedly the issue of not having cards that aren't fun to play against (as distinct from OP). I fully agree about this, but it seems worth having a discussion of what types of decks people think are ok for the metagame. My concern is that otherwise buffs/nerfs will just be about what types of decks people do/don't want to play with and against. That said here are the major types of decks that seem possible (now and in the future) within the farwilds structure. I would appreciate feedback on which of these people don't want to see in play and why. Also, if I leave any off please add them.

1) One domain rush decks (aka weenies).

2) Two domain semi-rush decks.

3) Three domain power decks (large creatures/buildings with very little beforehand, this seems possible now with chaos).

4) Alternate glory (sometimes called trick decks since they don't rely on the typical flux well control to win).

5) Building decks (few if any creatures present).

6) Control decks (not present currently, but easy to imagine with stuff like creature control, dispel flux, and interference).

7) Combo decks (rely on one or two very powerful synergies that may be difficult to set up but can be game winningly powerful).

8) Theme decks (ones based on lots of synergy from creatures of the same race would be the key kind, but others are easy to envision as well).

9) Card milling (decks that get rid of the opponents cards).

NOTE: I realize these are not mutually exclusive. What I'm asking is whether players think certain types of these decks should be encouraged or discouraged by future cards and nerfs/buffs of existing ones. I'll post my own thoughts after there is some feedback.


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 Post subject: Re: MetaGame
 Post Posted: Tue Jun 08, 2010 10:03 pm 
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Joined: Sun Aug 02, 2009 3:27 pm
Posts: 87
Good idea! I like all of these decks, but I would be careful not to make number 4, 6 and 9 too common. They're fun to play with or against once in a while, but I'd quickly get fed up facing these on a regular basis.

Huger wrote:
4) Alternate glory (sometimes called trick decks since they don't rely on the typical flux well control to win).

6) Control decks (not present currently, but easy to imagine with stuff like creature control, dispel flux, and interference).

9) Card milling (decks that get rid of the opponents cards).


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 Post subject: Re: MetaGame
 Post Posted: Wed Jun 09, 2010 4:00 am 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
I'd say these three may be subcategories, but also try :

10) Domain Turbo decks : Focuses on cards that will bolster domain quickly and are cheap (Trades Routes and Vapor Mahal are second to none), and then from that point focuses on Trick, Building, or Power.

11) Flux Turbo Decks: Uses cards that will quickly get flux up, and then sacking the good old Ord Beast (and all sorts of high flux cost cards) on your foes OR turning into a trick deck with Twisting Intentions and Benefits of Spectacle.

12) Stall/Lockdown Decks: Focuses on slowing down the game as much as possible and trying to win through World enchant glory gains (most prefferably Tales of Yore), or turning the game into a such a slow pace that your opponent can't catch up in any way.

Also, some other deck types:

13) Standard Deck: What the default decks are like. Not really specialized in anything, just generally progressing and playing to the best of your ability as the game progresses.

14) N00b Deck : Unusual decks made by noobs that don't fit into other categories. They may be simply unplayable or have a very "interesting" strategy, e.g. putting in an Imperial Keep just because there's 1 CI card in the deck, and it's Rune of Swiftness.

15) Terrain Deck: Focuses on a certain terrain, normally Oceans, Swamps, Mountains, or Forests. This is somewhat different from a theme deck because not all of the cards usually are meant to be based around each other.


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 Post subject: Re: MetaGame
 Post Posted: Wed Jun 09, 2010 8:32 am 
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Joined: Mon Mar 23, 2009 10:20 am
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Huger wrote:




4) Alternate glory (sometimes called trick decks since they don't rely on the typical flux well control to win).

6) Control decks (not present currently, but easy to imagine with stuff like creature control, dispel flux, and interference).


9) Card milling (decks that get rid of the opponents cards).



These are the decks that would be the most boring to meet. Number 6 could be discard + masskill cards (soulplague) deck and overclock decks.

I dont think number nine is good enough yet, but I really hope it wont be either. Very boring when you lose because you dont get to play your cards.


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 Post subject: Re: MetaGame
 Post Posted: Wed Jun 09, 2010 3:32 pm 
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In a good match, both players gets to achieve something. If my Flame Ents got to do their thing for a turn or two, I'll care a lot less about losing than if my deck never got anywhere at all. Part of the just-one-more-try thing with TFW is that I end up calibrating my deck after almost every loss I take - I get the feeling that with a slightly different deck I could have solved whatever it was I faced.

That's because of good game design, and it shouldn't be taken for granted. If I played a pretty straight buildning deck and faced an Earthquake themed deck, I suppose I would rather feel like it's hopeless. And there's a big rick of creating this feeling whatever deck you're using if the 4/6/9-decks would end up too powerful.

I've never felt that any of the alternate power cards could be hopeless to face though, which is a big shiny medal for the game designers in my book.


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