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Thread: Article: Attack Zone Podcast 8: Quadrant Theory, Revisited

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    Without seeing the rainbow on the table, I'd go ultrons. There seems to be a lot of walling up in this set.

  3. #3
    Quote Originally Posted by CeeQue View Post
    Without seeing the rainbow on the table, I'd go ultrons. There seems to be a lot of walling up in this set.
    There is. I went to a draft two days ago, and some games were lasting over an hour because of the lack of direct damage.

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    Man when i here this, yeah everytime i hear, "this card is good because..:" but on the other hand it depends always on the one sitting over to you.

    Really i like that giant man is a 3 Cost possible hard hitter. And hey he is perfect for Hulk and other characters you want to spin down.

    But Polymorph is not always the card i want to run and i think Giant man 4 Cost Uncommon is really good in any situations and so much possibilities to get him spin up.

    Ultron Drone i think it is different. The Uncommon is a Win Win for you when using her, but what if you enemy just let him through or KO him before.

    3 Cost UDrone 1Million with a global for 2 another fist can be good to get out lets say lvl 3 (2 fielding cost) -> 4/4 +1A Hulk Out and maybe 1 Dmg Fielding costs.
    Just one drone is dealing 6 Damage at once and the enemy has nothing against it, but at what cost you should ask yourself: 3 Purchase Drone+2 Purchase Hulk Out+(2Fielding+2Fists)= 9(5 before, and 4 every time) energy just for this 6 100% Damage.
    And what if you cannot afford the fists? Well your enemy will gladly let your drone go through, i think this 5 damage are better than have this thing again next round sitting there.

    So the Rare one doesnt have this scary Text on it, but a nasty around tactic like mister sinister. KO her capture some enemy character with one of yours and hopefully you attack with something strong and Overcrush on it = Viola suprise destruction.

    And there is also the 2 Cost drone. does the same as the UNcommon except the fielding cost damage. In the mind of the enemy dangerous with overcrush yes but i buy 1 less and 3 of them before i have 2 of the Uncommon or Rare.

    So in my opinion, ich you dont depend on winning with this little guys, but as more defensiv manipulation, take the one you like.
    For secret planning and some poker rounds the Rare one!
    And for all who want the potential but not the Premium pakage go with the uncommon.

    Also i hope i will see many Rocket Raccoons around here, he is one of the best attackers or defenders i think around. Just because he can!

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    Zombie Magneto - you say, "you're investing 6 cost in a character that only defeats teams that are using a specific strategy." Debate on Magneto aside, I think a better way to think about this is that you are investing 1 card slot to defeat teams that are using a specific strategy. If you're sitting access the table from a team that doesn't get hindered by Magneto, you wouldn't invest the 6 cost.

    That said (bringing the Magneto debate back in from the side) - he's amazing against many very common "specific" strategies. Many of our power cards are 3 cost or less (all swarm, Gobby, Tsarina, Constantine, many others). But you're are right, he's expensive so he can be slow to get out unless that is your main goal. And honestly, it should be if you're facing a team that he shuts down. If you're not facing a team like that, ignore him. Our win condition should only be 2 or 3 cards, so we have the rest to spare to be ready for whatever our opponent has.

    It's really the same type of thing as Lord of D/Ring. You don't always race to get that combo out, but when you are facing a team that it shuts down, you do race to get it out as soon as possible. That combo uses two card slots and 7 energy (although an easier 7 energy since it's two purchases).

    Quadrant theory is tricky to judge cards like this. But I think the quadrant they really shine in is parity. If you are at parity and you drop Magneto, you've just made your opponent have to change the way they play. This disrupts their plan. It then allows you to make a move so you can get into that winning quadrant.

  6. #6
    Quote Originally Posted by Steele View Post
    Zombie Magneto - you say, "you're investing 6 cost in a character that only defeats teams that are using a specific strategy." Debate on Magneto aside, I think a better way to think about this is that you are investing 1 card slot to defeat teams that are using a specific strategy. If you're sitting access the table from a team that doesn't get hindered by Magneto, you wouldn't invest the 6 cost.

    That said (bringing the Magneto debate back in from the side) - he's amazing against many very common "specific" strategies. Many of our power cards are 3 cost or less (all swarm, Gobby, Tsarina, Constantine, many others). But you're are right, he's expensive so he can be slow to get out unless that is your main goal. And honestly, it should be if you're facing a team that he shuts down. If you're not facing a team like that, ignore him. Our win condition should only be 2 or 3 cards, so we have the rest to spare to be ready for whatever our opponent has.

    It's really the same type of thing as Lord of D/Ring. You don't always race to get that combo out, but when you are facing a team that it shuts down, you do race to get it out as soon as possible. That combo uses two card slots and 7 energy (although an easier 7 energy since it's two purchases).

    Quadrant theory is tricky to judge cards like this. But I think the quadrant they really shine in is parity. If you are at parity and you drop Magneto, you've just made your opponent have to change the way they play. This disrupts their plan. It then allows you to make a move so you can get into that winning quadrant.
    At parity, Magneto doesn't provide a way to get up and over a wall. The blocker is still on the field. LoD/Ring hasn't been more successful precisely because it's two slots taken up by something you'll sometimes use. Further, it's just as high variance as the risky High Hopes combo (same purchase strategy, same odds to roll the right faces), except instead of win it just sits there. Magneto is a useful contingency card but it's not worth having those cards "just because." Contingency cards should be ones that protect your team from a threat. Magneto is a card that tries to defend against everything, and as Frederick the Great said, "To defend everything is to defend nothing."

  7. #7
    Regarding the six pack... in the only AoU draft I've been in so far, I drafted common Rocket, uncommon Drone, and nWo Ultron. It was an embarrassment of riches, but it kept others from getting them. I used both win conditions throughout the day. Both strategies are super viable.

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    I love the fact that you wrote "nWo", @OddballNarwhal . You rule.

    Also, BRING THE OLD @Randy BACK! <3.

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    If you are willing to sacrifice the action side of the daring combo and keep it in the cost curve common wasp or paladin with a ring slapped on them will advance that combo easier. Magneto vs Hulk JG vs Hulk GG vs Jinzo, I take the latter three.

  10. #10
    For the 6 pack I'd go Ultron/Ultron drone. I'd rather deal with my one of my opponents having Rocket than my opponent having Ultron/Ultron drone.

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    I think I would probably go for the Rocket/Rocket because of the purchase and fielding costs of Ultron (and the Drone's fielding costs aren't cheap exactly). However, I would need to see the full rainbow to decide.

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