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Duo-Decks / Re: PvP Version of the FFFF
« on: February 12, 2010, 01:00:05 am »
Put 2 fire spirits back in, took out two eaters.
This gives you 6 potential damage dealers on the field, 6 out of 30 is enough to stay ahead of enemy creature destruction, whereas 4 dragons alone tend to get fully controlled.
I'm also leaving two dragons unupgraded:
Crimson Dragons are 2 quanta cheaper, and many times i've found myself 1 or 2 quanta short of a Ruby, and getting a crimson out a turn earlier would be more damage over all (it would take 4 turns for the ruby to make up for that extra turn, they rarely live that long, and when they do the games aren't that long). Crimsons can come out on turn 1 with just 2 towers, an eater, and a cremation. First turn rubies require an almost perfect open draw, or blowing two cremations on turn 1, which you should *never* do (why never? You're playing 5 cards from the hand to deploy one easily killed creature, you will get out carded if you do this).
Keeping both types of Dragons in the deck gives you the option of which to play when. You can still play the ruby if you have the extra 2 quanta, and the 3 damage per turn on two cards is a rather small difference in a deck with this much total damage.
Keep in mind that your dragons have 2 or 3 hit points. It may not seem like much, but its more than one. You can use those "extra" hit points to delay destroying a fire shield, or cremating a doomed dragon. Often players will not blow a card to kill a dragon they imagine is going to die in a few turns anyways. This is a mistake, no doubt about it, but a commonly made one, use it to your advantage as dragons can do a lot of damage in just a few turns.
This gives you 6 potential damage dealers on the field, 6 out of 30 is enough to stay ahead of enemy creature destruction, whereas 4 dragons alone tend to get fully controlled.
I'm also leaving two dragons unupgraded:
Crimson Dragons are 2 quanta cheaper, and many times i've found myself 1 or 2 quanta short of a Ruby, and getting a crimson out a turn earlier would be more damage over all (it would take 4 turns for the ruby to make up for that extra turn, they rarely live that long, and when they do the games aren't that long). Crimsons can come out on turn 1 with just 2 towers, an eater, and a cremation. First turn rubies require an almost perfect open draw, or blowing two cremations on turn 1, which you should *never* do (why never? You're playing 5 cards from the hand to deploy one easily killed creature, you will get out carded if you do this).
Keeping both types of Dragons in the deck gives you the option of which to play when. You can still play the ruby if you have the extra 2 quanta, and the 3 damage per turn on two cards is a rather small difference in a deck with this much total damage.
Keep in mind that your dragons have 2 or 3 hit points. It may not seem like much, but its more than one. You can use those "extra" hit points to delay destroying a fire shield, or cremating a doomed dragon. Often players will not blow a card to kill a dragon they imagine is going to die in a few turns anyways. This is a mistake, no doubt about it, but a commonly made one, use it to your advantage as dragons can do a lot of damage in just a few turns.