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Re: Rushes Vs. Stalls https://elementscommunity.org/forum/index.php?topic=19444.msg309343#msg309343
« Reply #24 on: April 10, 2011, 03:08:54 pm »
Feel free to criticize and stuff. I considered Stall based on deckout, and no creatures with more than 1 attack could get in there. I understand some of the creatures there can get attack and so this is pretty flawed, but I can't think at anything else at 1 AM.

Conclusion: EtG is a rushy game.
I think that is a good start. Thanks.

I'd make a couple of changes.

1. I think that both sides should have an equal amount of cards. If this means a slightly "rushy" card added to stall Stall side, then then so be it. Balance is better then getting it 100% correct.

2. I don't think that simply having a high attack makes a creature a rush creature. A basic mono- :aether with Phase Shields and Dragons is definitely more of a Stall than it is a Rush. We should be looking at the attack/hp/ability/cost ratio.

Also stalling is not just about decking out the opponent. The basic principle of stalling is to do something that will buy you time to grow more powerful than your opponent, whereas basic principle of Rush is to kill your opponent fast before he or she has time to grow powerful.


Btw one option with this event is to have 3 piles of cards: Rush, Stall, and Common (can be used by both).

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Re: Rushes Vs. Stalls https://elementscommunity.org/forum/index.php?topic=19444.msg309381#msg309381
« Reply #25 on: April 10, 2011, 04:39:32 pm »
[bigsnip]

Btw one option with this event is to have 3 piles of cards: Rush, Stall, and Common (can be used by both).
I like this idea, make obvious stall cards stall, and obvious rush cards rush; and the leftovers get thrown into the community pool.
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