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− | == Flux Counting and Improving Your Opening Game== | + | == Flux Counting == |
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− | Whats your opening like?
| + | Flux counting is the search for efficiency in cards through flux cost regardless of any other synergy or strength. |
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− | Flux counting is the coin term for a well planned opening game.
| + | For example Hell Cat turn 1 to Dank Pit turn 2 leaves you with 0 flux. If you replaced either with a more expensive card you would delay your building drop by a turn. A weaker card might make it easier to contest your drop. So they gain direct synergy through efficiency. |
− | Generally it should be used to plan flux spending for round 3 or 4 of
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− | a match but its possible to plan further. It will give you an edge.
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− | This can be used to plan a rush or be used to find the safest way to get that 3rd domain. Often, you can find a card that would be better replaced with a similar card of different flux cost. Sometimes the difference between 1 and 2 flux costs or 3 and 4 flux costs and so on can mean a huge difference.
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− | == The Counting Tree ==
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− | The absolute best way is to do it with a pencil and a piece of paper.
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− | You put turn one in the top middle of the paper and branch out plays. As
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− | an example I will make a flux counting tree for a sylvan/elemental deck. In
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− | this example I want to cast Vapor Mahal and Bamboo Watchtower quickly to claim the
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− | middle flux well but I also want to keep them defended. We also want to plan ahead
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− | for the times we don't draw a Bamboo Watchtower.
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− | CARDS:
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− | Grove---------------(7 flux
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− | Vapor Mahal---------(5 flux)
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− | Tenderfoot Archer---(1 flux)
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− | Valedune Arborist---(1 flux)
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− | Cloudburst----------(1 flux)
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− | Thistle Falcon------(2 flux)
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− | Flame Ent-----------(3 flux)
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− | Bamboo Watchtower---(3 flux)
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− | == TROUBLE UNDERSTANDING THE TREE? THEN YOU NEED TO GET A PEN AND PAPER OUT AND RECREATE IT. ==
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− | Try to focus
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− | TURN 1: 10 flux
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− | - 7 flux - Grove -----(without tenderfoot archer)-->(continued)
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− | - 1 flux - tenderfoot archer or valedune arborist
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− | = 2 flux left
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− | -------------------------
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− | V | V
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− | END TURN | - 2 flux - Thistle Falcon
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− | = 2 flux left | = 0 flux left - END TURN
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− | Turn 2: 5 flux |_ Turn 2: 3 flux
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− | ----------------------------------- | ------------------------>(continued)
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− | | | | |________ (not casting) | (casting)
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− | V | V |___ V
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− | END TURN |_________ END TURN |________ END TURN
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− | Turn 3: 8 flux |____Turn 3: 8 flux | Turn 3: 6 flux
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− | - 5 flux - Vapor Mahal |_ - 5 flux - Vapor Mahal | - 5 vapor mahal
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− | - 3 flux - Bamboo Watchtower | - 3 flux - Flame Ent | - 1 cloudburst
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− | = 0 flux left (AND MIDDLE FLUX) | = 0 flux left | = 0 flux left
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− | ---------------------------------------_|--------------------------|_---------------------------
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− | (FINAL Tenderfoot, Bamboo, Vapor |Tenderfoot, Vapor, Flame Ent| Tenderfoot, Falcon, Vapor,
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− | CARDS) | | Cloudburst
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− | _______________________________________|____________________________|___________________________
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Flux counting is the search for efficiency in cards through flux cost regardless of any other synergy or strength.
For example Hell Cat turn 1 to Dank Pit turn 2 leaves you with 0 flux. If you replaced either with a more expensive card you would delay your building drop by a turn. A weaker card might make it easier to contest your drop. So they gain direct synergy through efficiency.