>From starting this game its given me the best feel of all
started playing so I wish to provide a little inisight on
what I've found from playing.
1) Pick a shaman you like. This is probably the simplest
thing you can learn, the game has been made where there are
only "staples" if you can call them that, amongst the types.
I've yet to see someone construct a deck using a shaman they
like that has NO CHANCE at winnng. I've played YGO, Yu Yu
Hakusho and as sad as I am to admit Pokemon. In those 3
games unless you for whatever reason liked the really
powerful cards you weren't going to run a deck that had a
good chance at winning. Sadly a staple/net deck/cookie
cutter will challenge most anything you make for fun and
win. The only Shamans I haven't seen played are Lola and
Jeanne, Lola theres some interest in playing her advantage
but most people don't like Mind and Range as traits.
2) Find a way to afford your deck. UDE did good doing two
things during this. One being the specters are limited to a
certain Shaman and in turn you can trade them for the
specter you need easier, there are Uncommons that 2 or 3 of
that would make a fair trade for a rare, and commons for
rares, in turn the rarity system on a whole. The other thing
is the traits system. For any ONE deck you are limited to 4
types of cards (Teamwork/Advantage/Strike all styled and
moves.) So if you run persay try Yoh/Soul/Ranged and got I
don't know Blinding Foray and your friend runs Yoh
You/Soul/Melee and has a Stalefish grab, neither of you are
losing on the trade. Traits also seem to keep a balance on
how powerful something can get, I'm thinking along the lines
of Jeanne with Faust at her side a 3 Yellow for 8/8 could be
3) Don't be afraid to try. You may have people tell you "Oh
such and such won't work" or "4 Crackback and no Hunters
Perch don't be a newb." These are things you sometimes need
to find out for yourself.
Its one thing for someone who plays a Shaman who shares
Advantage and Strikes similar IN YOUR AREA to make
recommendations as they know what you're against.
4) Net Help. Its nice to get the Grand Super Shaman
Supreme's opinion on your deck, but whats it worth? Are you
a small town player who has no thought of going national or
are you the small town hero winning the championship for
your town? The former is getting advice that could hinder
them. Why? You have a metagame, is your opponent defending
in the Yellow zone a common strategy from using something
like Jun, Big Sister in the green and they seem to be
pulling a weaker strike or using a more valuable strike for
her effect? Him telling you to avoid Hunter's Perch is
hurting you. Forcing your opponent to lose his early zone
advantage ala Big Sister will put them on the ropes.
(This doesn't express my overall thoughts/opinions on
Hunter's Perch so don't flame mail me about it.)
5) Have fun and learn from it. Are you getting beat every
game you play this weekend? COuld you not make a single
point against your opponent? Were you just outclassed every
zone you entered? Did you make a new friend? Did you make a
trade that completed your deck/collection? Make plans for
them to cover and have practice games before next weeks
tournament? If you got a yes off the two sets of questions,
atleast one in each, then you had fun but at the same time
had a bad experience. How can you make the bad experience
Ask things like "How did you come up with that strategy,"
"Can you look at my deck and give some feedback," "What
would make this work better? Do you have any?" If you can
improve from what you lost at, it wasn't truly a loss.
These are just generic things you can do to have a better
time playing the game and give you a better insight to what
you're trying to do with a deck. Next time I'll attempt to
make something more card related.
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