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					Vs. System 
					Megaman 
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					By The Numbers 
					
					
					by Sith Dragon 
					September 26, 2005 
                        I'm back! Sorry I 
						haven't gotten this out sooner, but it has been a very 
						hectic couple of weeks. Okay, you now have your cards, 
						but for newer people you may not know quite how to 
						effectively build a deck. The next few articles will 
						help you. Tech decks like Teen Titans and sentinels 
						require different forms of building, so for these 
						articles we are going to look at straight curve, and 
						today we shall start with a breakdown of the drops slot 
						by slot. 
						 
						In Vs I run 30-34 characters depending on the effects in 
						the deck. A normal deck you want 30/31 characters, if 
						you have a lot of 'discard character' cards then you may 
						want to run around 34. In the game of yugioh you can 
						survive not having monsters for at least awhile, but in 
						Vs if you don't have characters you are screwed, so at 
						least 30 cards must be characters. 
						 
						The trick to this game is 'hitting the curve' as it's 
						called. In other games you can make a comeback if you 
						fall behind early, but in Vs. its much harder to stage a 
						comeback once you fall too far behind, but likewise, you 
						may have a nice lead, but missing one of the latter 
						drops (4-7) can often mean you are going to lose not 
						only the lead but the game as you will be missing the 
						much needed firepower to hang with your opponent. 
						***WARNING*** You WILL miss drops. No deck is so stable 
						that you won't miss important drops.  
						 
						Searchers and tech decks make it a bit easier to cover 
						holes, but every deck will backfire eventually. So here 
						we go drop by drop. 
						 
						1 drop (avg size 1/1): If you have read my reviews, you 
						know by now that I really do not like 1 drops unless 
						they have really good effects. Most teams do not have 1 
						drops that are worth running, but there are a few out 
						there depending on your team. 1 drops are pretty much 
						worthless as they wont do more than a couple points 
						damage and then leave you open to an attack later for an 
						almost guaranteed 4 or more points. If you think you 
						like a 1 drop then feel free to run a couple, but I 
						would run no more than 2 unless they are a key gimmick 
						to your deck.  
						 
						2 drop (avg size 2/2): the two drop gets a bit more 
						important, and missing this drop isn't the end of the 
						world, but if you opponent hits and you don't it could 
						begin to give your opponent the beginnings of a numbers 
						advantage. If you can help it you want to hit this drop, 
						yet pulling a 2 drop late in the game won't do you much 
						good, unless you run a 5 or 6 drop of the same 
						character, which I will go into in a an article about 
						character diversity. Depending on how deep your 
						character pool is at this drop I would run 4-6 cards.
						 
						You need enough 2 drops to make sure you can draw it 
						early, yet not so many that you will draw a lot of them 
						late in the game. This drop is also early enough that 
						you can add in some unaffiliated characters and get away 
						with it - most popular are cards like puppet master. 
						 
						3 drop (avg size 4/4): From this point on you need to 
						hit the curve. Some decks can survive missing a drop, 
						but you better hope your opponent doesn't curve or 
						you're in for an uphill fight. I generally run 6 cards 
						on this drop. Depending on how your deck runs, you may 
						+/-1. This is the drop where character advantage begins 
						to take hold and the drops can start to do some real 
						damage to endurance totals. 
						 
						4 drop (avg size 7/7): The four drop is probably the 
						first of the drops where you really don't want to miss. 
						Characters here can start to get up to 8-10 attack, 11 
						in the case of feral rage Sabertooth.  
						Again here you want to run about 6 cards. You need to 
						draw it, yet you don't quite have enough time to draw 
						into it. 
						 
						5 drop (avg size 9/9): This drop is one you need to hit, 
						yet now we are to the point in the game that the odds 
						have gotten descent enough that you can draw into it. I 
						run 5 cards here. In some decks I still run six, but 
						generally I will stick with five. You don't want to be 
						tripping over this drop early in the game. 
						 
						6 drop (avg size 12/12): Now you are late enough in the 
						game that you can hopefully draw into your big drops. I 
						only run 4 of this drop. Also, from here on out if you 
						miss a drop and your opponent does not, you will be 
						missing some serious firepower without something like a 
						savage beatdown.  
						 
						7 drop (avg size 15/15): on turn seven I run 3. This is 
						a very important drop as this is the drop where an 
						evenly matched game will usually end. Three generally 
						gives you a fairly good chance to draw into this drop. 
						If the team you are running does not have a good 7 drop, 
						then, like on the 2 drop, you can start running whatever 
						character you wish here on out, whether it be 
						unaffiliated or another team. Power is power and I doubt 
						you are generally going to team attack or reinforce your 
						7 drop. 
						 
						8 drop (avg size 17/17 but size really varies here):  
						On the eight drop, most games wont reach this drop, but 
						enough games will see this drop that you need to run it. 
						Here I only run one card. Again, any team can work here. 
						 
						Okay that's the basics on numbers. My next article I'll 
						cover character diversity and things like search cards. 
						Certain teams modify the curve a bit, but I hope this 
						helps you get started. The best advice no matter what 
						you build is to practice, practice, practice. You will 
						have bad draws. Everybody does, so play, shuffle and 
						play again. If you are drawing all small drops and you 
						are sure it isn't a shuffling issue then take out a 2,3, 
						or 4 drop, and either add a 
						+5 drop or leave the deck minus the character if you 
						are drawing too heavy on characters. 
						 
						Send questions, comments, rants and raves to 
						Sithdragon13@yahoo.com. I love to hear from people who 
						read my articles and what you guys need to hear. Until 
						the next time..BATTLE ON! 
						 
						"Are you threatening me, Master Jedi?" 
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