Jump to content

Jeff Hannes

  • Content Count

  • Joined

  • Last visited

Everything posted by Jeff Hannes

  1. Number of rares might be meaningless to power, but it definitely isn't meaningless with regards to uniqueness (and therefore worth to some)... A deck with 7-9 rares will tend to have more variety than a deck with 2-3 rares. From a competitive standpoint that's generally a bad thing, since you want your deck to be consistent. But from a pure fun standpoint, I personally enjoy decks that have a different feel from game to game. For someone who would like to be able to play with as many different cards as possible without owning a stupid number of decks, there can be great appeal to decks with a higher rare count, so I think it's perfectly reasonable for a deck with more rares to be worth a little more to a not insignificant subset of players.
  2. Right now the best way to determine the market value of a deck is to search on eBay and look at SOLD auctions only (check the box on the left filter after doing your search). Asking price means nothing, but you can see what people have been willing to pay for a deck. In the first week or two after release, Horsemen decks were going for $150 - $250. Now they tend to go for $60-$100, depending on the quality of the other cards in the deck. Other cards that fetch a premium include Timetraveller/Help from Future Self, Epic Quest, Faygin and Bear Flute (and plenty of others, but those are the some of the bigger ones that come to mind). And super-useful commons like Library Access and Bait and Switch also immediately raise the value of most decks, even if just by a few dollars. Certain house combinations are more desirable, like Dis/Logos/Shadows, while Brobnar and Mars get less love. But that doesn't mean those decks are any less powerful. Of course if a deck has a game-breaking combo like Library Access + Nepenthe Seed/Reverse Time, it will add substantially to the deck's value. And that worth is not determined by the seller... It's the buyers that say how much a deck is worth to them. If someone is willing to pay $250 for a deck because it has Timetraveller and Horsemen, then that deck is worth $250 to them. If you're considering selling, decide what price would make you happier to sell than to keep, put it on eBay with that as the stating bid, and see what happens.
  3. I would just forget about the one comment. Agreed it has been an interesting discussion, though at times people get a little hung up on odds. Case in point on Library Access + Reverse Time / Nepenthe Seed + Phase Shift + Keycharge... You don't need to draw all of the cards. You only need two of them. Library Access and the Seed or Reverse Time. The rest will be drawn as a result of the combo. I also expect that for every deck registered there's an unregistered deck (at least), so this "only XXX in the world with that combo" isn't entirely accurate. But back on topic... Last night I had what was effectively a first-turn win played against me: 1a. Opening turn I declared Untamed and play Snufflegator. 1b. My opponent plays Restringuntus (naming Untamed) and Control the Weak (naming Untamed). 2a. I can't declare a house and do nothing. 2b. My opponent plays a couple of 5+ power creatures... and the game is now effectively over. Any creature I put into play is going to get killed by my opponent via fighting, and therefore the only way I can get rid of the Restringuntus is to draw non-Untamed elimination. But I already have a hand full of mostly Untamed cards, and by turn 5 I've played everything else and have nothing but Untamed. It was brutal, and hardly dumb lucky by my opponent... By playing a creature on turn one (normally the sensible play) I took all guesswork out of the equation. My opponent knew exactly what house I would prefer to declare and shut me out of immediately. Restringuntus + Control the Weak is bad enough on the first turn, but there are plenty of cases where even just a turn one Restringuntus by itself can be a game-ender. The official company line might be "the game is intended to have these kinds of combinations" but I know in casual play I'm always going to use the house rule that when declaring no house, you can discard cards from any house. Lockdowns are no fun for the person played against, and from the times I've pulled them off on my side, not particularly fun to engineer either.
  4. You sure he played that right? Reverse Time doesn’t go to the discard pile until its effect resolves. So while the other three cards would become his deck, Reverse Time would be in the discard pile with all the rest. He could potentially redraw Reverse Time after the shuffle, but certainly not consistently.
  5. It's not theory-craft... I have a deck with the combo, and I won a tournament with it at PAX last weekend. Though ironically, in my last game my Untamed / Sanctum draw was so good that I managed to win without ever declaring Logos. Eventually had a hand of only Logos cards, but I just kept reaping with what I had on the board. Weird game aside, the deck changes the way I play KeyForge when I use it... Until I have the combo I avoid Aember generation (if my opponent is playing Shadows) and just stall until I have it set up. As long as my opponent doesn't get to that third key, it doesn't much matter what I do until then. Honestly, it's not very fun to play, but it is by far the most powerful deck archetype I've seen. Also, as I've noted elsewhere, the Phase Shift / Key Charge gets style points, but it's unnecessary. All that matters is playing Library Access twice in one turn (usually with Nepenthe Seed or Reverse Time, though with a lucky draw it's even possible to do this without either card if you play Library Access with an empty deck), and then you're off to the races. Once you have your entire deck in your hand you can play any card in your deck up to 6 times, because every card play will draw the other card in your discard pile. Even if you can't forge a key, you're all but guaranteed a win within three turns. I really do hope FFG fixes this by either issuing errata to Library Access to limit it to being played once per turn (just add "You cannot play Library Access again this turn" or somesuch), or by changing the Rule of 6 to apply to triggered effects as well. Personally I'd prefer the latter, as it will shut down future chicanery on cards that don't even exist yet, but the community will undoubtedly find a way to break.
  • Create New...