Difference between revisions of "Flux Counting"

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(Trouble with the tree? Try recreating it! Follow slowly and try not to get confused from the tree arrows. Its really not complicated at all.)
(Flux Counting)
 
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== Flux Counting and Improving Your Opening Game==
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== Flux Counting ==
  
Whats your opening like?
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Flux counting is the search for efficiency in cards through flux cost regardless of any other synergy or strength.
  
Flux counting is the coin term for a well planned opening game.
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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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                    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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                                |            |          |
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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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== Outro ==
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So good luck and happy playing. If you need any help ask.
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Latest revision as of 21:21, 21 October 2013

Flux Counting

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.