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Post by Keith on Apr 30, 2008 10:40:54 GMT -5
I need someone to help me out here.
my buddie is creating a test and a randy orton throwback small package deck.
the test deck is based on putting all his cards from his hand underneath other cards such as keiblers cookies and such and then playing the small packages so that you can't reverse them because they are chain and you have no hand to discard cards for.
the randy orton is just tons of small packages and because of randy ortons ability he can just keep searching for them. eventually after reversing them for so long you will have no hand to do so with.
I need help tell me a way to get around this I know that heat would be a good way to do that because chain says nothing about discarding to reverse from your ringside pile.
but I would like to know some other ways to get around this.
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Post by whitedragon on Apr 30, 2008 11:45:24 GMT -5
i don't get the Test part, care if you could elaborate more on it?
anyway to get around chain cards, you can pack Chained Heat as the obvious choice, or even some ego boost to counter the discarding effect.
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Post by keith on May 1, 2008 12:04:22 GMT -5
well actually My buddie just made the test deck and I found out that, that won't work because he can only have 2 non-unique cards in playso that doesn't work with the small packages. but it does work as a chain deck because his ability also says that you opponent must discard the amount of cards that you have more than your opponent +2 so if test has 2 cards wich is his starting hand size and you have 4 cards then you must discard you whole hand. if you have any other ideas on how to get around chain or small packages, since small packages are a set-up and cost 0 if they are the first card played he can only play one per turn, so the only thing that I can think of is to kepp your fortitude higher than his but sometimes that can be easier sayed than done. also I only have like 1 or 2 chained heat because I stopped playing before the chain, heat, and volley came in and then I just started again about6 months ago.
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Post by whitedragon on May 2, 2008 10:15:06 GMT -5
well actually My buddie just made the test deck and I found out that, that won't work because he can only have 2 non-unique cards in playso that doesn't work with the small packages. but it does work as a chain deck because his ability also says that you opponent must discard the amount of cards that you have more than your opponent +2 so if test has 2 cards wich is his starting hand size and you have 4 cards then you must discard you whole hand. if you have any other ideas on how to get around chain or small packages, since small packages are a set-up and cost 0 if they are the first card played he can only play one per turn, so the only thing that I can think of is to kepp your fortitude higher than his but sometimes that can be easier sayed than done. also I only have like 1 or 2 chained heat because I stopped playing before the chain, heat, and volley came in and then I just started again about6 months ago. i can only add that you don't really have to worry about Test. because of the lousy wording in Test's ability, his opponent must discard cards until he has more than 2 cards in Test's hand. if you don't believe me, feel free to ask any of the rules people around. together with the fact that Test's has only a 2+1 hand, odds of him drawing a chain start fort is pretty slim and even if he does, he cannot continue the chain effect by discarding 2 or else he has no hand. to get around small package, you can always try packing maybe slingshots(not sure about this part, better to check the database for the card text)? or go face for some Once Is Enough are cool too. but seriously, it will take him at least 5 turns to win the game. and he has only a 4F advantage over you. i seriously feel that the Small Package combo don't require any countering at all because you can easily earn more than 5F in 5 turns.
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Post by kheneth on May 2, 2008 16:33:45 GMT -5
FAQ Reference:
Test ERRATA: The ability now begins with the text: “You cannot pack any Pre-match cards except the card titled Managed by Stacy Keibler, it is not a Heel card, and before the Pre-match you may put up to 2 into play. You may not pack more than 2 of any non-unique card. You may pack up to 2 of all Unique cards.” -There is no limit to the amount of Unique cards you may have in the Ring Area with the same title. It is an Arsenal Construction rule. Test may have 2 copies of any Unique card in his Ring Area, but can only have 2 copies of any Set-up card. -Test can pack 2 copies of Once You Go Test, You Forget the Rest, and he can put them both into play before the start of the Pre-match phase. -His ability allows you to put 2 copies of Managed by Stacy Keibler in play before the Pre-match Phase starts. This gets around cards such as Victim of the Crippler. -He cannot pack any other Pre-match cards, including those with RMS. They cannot be packed in his Backlash deck, with the exception of Backstage Shenanigans, since it can be packed as a Mid-match card. -In a Test vs Test Match, both players may put their copies of Managed by Stacy Keibler into play. -His ability does not allow him to put Superstar-Specific cards in his Arsenal that do not have the Test logo. -Cards with the Active and Universally Unique traits must still conform to these when played. -Test can pack and reveal 2 copies of Unique Backstage area cards such as Backstage Signature and Raw Deal Fifth Anniversary. -Test can pack a copy of a Unique Throwback and a non-unique version of the same card (or vice versa). EXAMPLE: Test can pack an original version of Dem Damn Dudleyz! as well as a Throwback version. -The discard effect will cause an opponent to reduce their handsize to 2 more cards than Test’s handsize. EXAMPLE: Test has 3 cards in hand, his opponent has 9 cards in hand; the opponent will reduce to 5 cards (Test’s 3+2), or in other words, discard 4 cards. If Test has no cards in hand, the opponent must discard to 2 cards. -Test can pack Faction Pre-match cards, as they are Superstar-specific and can be packed by any Superstar. He can pack 2 copies of the same card, as they are Unique, but his Backlash deck cannot exceed 10 Pre-match cards.
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Post by Keith on May 3, 2008 10:31:28 GMT -5
okay so tests ability is not nearly as good as it sounds, that is good to know. because the way that it sounds to me is that your opponent must discard cards over the amount in tests hand +2 so what I thought was EXAMPLE: I have 6 cards in my hand and test has 2 then I discard 4+2=6 my entire hand. well that is good to know thats not the case.
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Post by Keith on May 3, 2008 11:07:11 GMT -5
well actually My buddie just made the test deck and I found out that, that won't work because he can only have 2 non-unique cards in playso that doesn't work with the small packages. but it does work as a chain deck because his ability also says that you opponent must discard the amount of cards that you have more than your opponent +2 so if test has 2 cards wich is his starting hand size and you have 4 cards then you must discard you whole hand. if you have any other ideas on how to get around chain or small packages, since small packages are a set-up and cost 0 if they are the first card played he can only play one per turn, so the only thing that I can think of is to kepp your fortitude higher than his but sometimes that can be easier sayed than done. also I only have like 1 or 2 chained heat because I stopped playing before the chain, heat, and volley came in and then I just started again about6 months ago. i can only add that you don't really have to worry about Test. because of the lousy wording in Test's ability, his opponent must discard cards until he has more than 2 cards in Test's hand. if you don't believe me, feel free to ask any of the rules people around. together with the fact that Test's has only a 2+1 hand, odds of him drawing a chain start fort is pretty slim and even if he does, he cannot continue the chain effect by discarding 2 or else he has no hand. to get around small package, you can always try packing maybe slingshots(not sure about this part, better to check the database for the card text)? or go face for some Once Is Enough are cool too. but seriously, it will take him at least 5 turns to win the game. and he has only a 4F advantage over you. i seriously feel that the Small Package combo don't require any countering at all because you can easily earn more than 5F in 5 turns. okay help me out here I know I might seem stupid but I just recently got into the whole cahin, heat, volly, now I understand volly and heat pretty well but from the rule that I read all that I understood is this for chain: your opponent must discard 2 cards to reverse any chain from his hand or backlash, now to me this sounds like there is no downside to chain where as with volley and heat there is, but there was something that you said that interested me, you said that he could not contiue the chain effect because he would have no hand, so what is this part of chain that you are talking about, please do tell I need to understand these newer rules before I go and start playing this stuff, if you have anyway of posting all the rules for chain, heat, and volley please do. also what does ace mean? I see it on alot of my cards but can never find the rule for it.
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Post by rntaboy on May 3, 2008 11:35:04 GMT -5
Wow, they really messed up on that one. There is no indication from Test's face card that your opponent would discard until he has two more cards than you.
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Post by whitedragon on May 3, 2008 11:40:47 GMT -5
okay help me out here I know I might seem stupid but I just recently got into the whole cahin, heat, volly, now I understand volly and heat pretty well but from the rule that I read all that I understood is this for chain: your opponent must discard 2 cards to reverse any chain from his hand or backlash, now to me this sounds like there is no downside to chain where as with volley and heat there is, but there was something that you said that interested me, you said that he could not contiue the chain effect because he would have no hand, so what is this part of chain that you are talking about, please do tell I need to understand these newer rules before I go and start playing this stuff, if you have anyway of posting all the rules for chain, heat, and volley please do. also what does ace mean? I see it on alot of my cards but can never find the rule for it. get yourself a starter from GAB and read the rulebook. it has everything you need to know about the newer terms that we use. anyway, ACE stands for Activated Card Effect. also, check up on the rulebook for the actual definition. so how's the Small Package Randy going? can you handle?
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Post by Keith on May 4, 2008 11:00:43 GMT -5
oh yeah I can handle it, really I was freaking out for no reason, someone made a good point, they said that all I need to do is get more than 5 fortitude in 5 turns and really it is that easy, especially since one of my decks is the big freakin machine, I mean that is one of the easiest decks to get fortitude with. that and I made it really good but simple at the same time.
superstar ability: your first 2 non-prematch non reversal cards of the game cannot be reversed from opponents hand or backlash.
13 throw into corner turnbuckle 3 tiger bombs 2 throwback corkscrew ddt 1 throw back tornado ddt 2 lariat tackdown 3 pretzel jerk
these are just some key things in this deck, but basically I just throw into corner turnbuckle after I have the fortitude making my grapple manuever +12F for him to reverse play something with a low f value and high d value untill I have the fortitude I need to do whatever I need, I use the pretzel jerks to get my throw into corner turnbuckles, then I throw into corner tunbuckle tiger bomb discard 2 cards make my next manuever unreversable, and I go from there. by the time they are able to do anything at all it is to late, I have nothing that allows me to shuffle back in so I use hell in a cell match to prevent them from doing in, just incase I am playing something like the hardy boyz or matt hardy with the put it all on the line so it makes things pretty simple, I just let the small packages go through because there is no way that he is going to get the fortitude to use that anyways. pretty easy but effective.
oh and thank everyone with your ideas and help.
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Post by whitedragon on May 4, 2008 12:45:35 GMT -5
oh yeah I can handle it, really I was freaking out for no reason, someone made a good point, they said that all I need to do is get more than 5 fortitude in 5 turns and really it is that easy, especially since one of my decks is the big freakin machine, I mean that is one of the easiest decks to get fortitude with. that and I made it really good but simple at the same time. superstar ability: your first 2 non-prematch non reversal cards of the game cannot be reversed from opponents hand or backlash. 13 throw into corner turnbuckle 3 tiger bombs 2 throwback corkscrew ddt 1 throw back tornado ddt 2 lariat tackdown 3 pretzel jerk these are just some key things in this deck, but basically I just throw into corner turnbuckle after I have the fortitude making my grapple manuever +12F for him to reverse play something with a low f value and high d value untill I have the fortitude I need to do whatever I need, I use the pretzel jerks to get my throw into corner turnbuckles, then I throw into corner tunbuckle tiger bomb discard 2 cards make my next manuever unreversable, and I go from there. by the time they are able to do anything at all it is to late, I have nothing that allows me to shuffle back in so I use hell in a cell match to prevent them from doing in, just incase I am playing something like the hardy boyz or matt hardy with the put it all on the line so it makes things pretty simple, I just let the small packages go through because there is no way that he is going to get the fortitude to use that anyways. pretty easy but effective. oh and thank everyone with your ideas and help. try this: Hard Being This Original for face stretch and a random card use face stretch followed by atomic bear hug, after tad find a way to get your reversal which plunge hell lots of fort. after reversing your opponent's card, you can throw suicide strick and victory roll ftw. or the RAW version: use the heavyweight belt to search for Raw & Ready. find a way to search for Wheelbarrow slam(for its can only be reversed from hand effect) and then atomic bear hug. during ur opponent's turn play R&R immediately and directly search for your reversal. and then repeat the cycle. this 2 ways can prevent your opponent from using fort surge against you and more stable.
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Post by kingkarl23 on May 5, 2008 7:51:31 GMT -5
okay this is Keith the person who posted this thread, I just now registered. not to change the subject or anything but am I the only one that was really disappointed with the revolution series? and why did they have to change it so dramastically. I understand that there were some superstars that had like 50 cards, but I was really disappointed in it. I mean I had some good games when I first started playing rawdeal, I had a 2 hour long game at a tournament when I was playing as the hardy boyz, and I ended up taking 2nd in that tournament. but with the revolution sets it just seems like my games only last like 5 minutes tops.
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Post by whitedragon on May 5, 2008 8:38:22 GMT -5
there was a huge uproar pertaining to the revolution sets. it meant that cards like Chyna Interferes and other older reversals are now half as good as it was. but of course, there is an option to play non-revo too, aka Raw Deal Classic. give Revo a try and explore the various interactions between revo and non-revo. some of the more obvious combos and like Underestimate the Competition with Heat and many more. it is always good to have more cards to play with. and as a word of advice, pack more omni-reversals that are able to reverse non-unique and such.
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The De-Generate
Mid-Carder
Deck Clinic "Expert"
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Post by The De-Generate on May 5, 2008 9:35:03 GMT -5
with revo it brought a dreat deal of over-dominance to the game. if you dont pack certain reversals or cards that reverse any cardthen you are screwed. for instance, my good friend on here (xcutioner) built and LAiSE deck. with his ability, it made things like <r> the unforgiving ladder (a 25 f, 25 D Extreme) 0 f so he could play that first turn and it would go through. as soon as he hit that it was game over.
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Post by kingkarl23 on May 5, 2008 10:16:08 GMT -5
okay well here is the thing, me and my buddie went half in on the revo extreme starter box, came with Jeff hardy, Kane, randy orton, and edge, and 24 booster packs, so I got jeff hardy and Kane and my friend took randy and edge, and we both got 12 packs. I got the exteme twist of fate which was cool, and a storyline card for Kane which was cool. but we played for like a month it just seemed like no matter what we did, there was never a close game, it was either one player had their whole arsenal left and the other was dead. I mean the game is alot simpler which is one thing that I liked but atthe same time it is very one sided, and alot of the cards are just outrageous, I found myself say why did they do this? there is alot less strategy to revo than classic, which is what I loved about the game it made you think, instead of just acting right off the bat. it's to easy to lose and it's to easy to win. I just don't like it.
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Post by whitedragon on May 5, 2008 10:54:35 GMT -5
try playing AA where you mix the revo cards with classic cards. try to enjoy the interaction between them. yes it's true that you have to pack more reversals now but from another sense, this makes sure that people won't sit back and reverse every single card you play since they won't have enough reversals for all your cards.
totally understand your plight. this is made worse if LAiSE uses his feud to find himself any of the Revo Collossal. so the only solution is to either have Jimmy or SS reversals in your backlash. then again, if we can tackle those Over The Ropes abuse, why not Revo Collossal?
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Post by kingkarl23 on May 7, 2008 8:57:02 GMT -5
here is something me and my friends want to try, instead just translate the cards, for example and assault=strike so if I play a assault they could reverse it with a step aside, because basically it is the same game just different wording.
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Post by whitedragon on May 8, 2008 5:16:31 GMT -5
just to throw in my two cents, seriously consider enjoying the revo cards because if you did what you suggested, then what's the use of having cards like Super Hold or even Running Lariat since you have 0F 7D moves with no drawbacks. of course, if revo is really affecting you so much, do whatever you want to keep your interest in the game.
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Post by kingkarl23 on May 8, 2008 8:41:46 GMT -5
well I will always be interested in classic but the revo is just to dominating, and I just don't like it. like jeff hardys ability. don't get me wrong I love Jeff hardy he is my favorite wrestler but his new ability my be a bit much. the revo undertaker, thats way to much but at the same time I know there are some in the classic that are pretty bad aswell such as ugeane ( didn't spell that right) and some others, but it does seem like it is alot easier to get around things like that in classic because there is alot more stratagy to it.
Also I have a question, my friend seems to think that he can use heat cards in combination with chyna's ability. he thinks that he can discard them from his ring side pile to reverse a manuever. granted if this did work that is pretty smart, but I just don't think it would work. so let me know if that works
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Post by whitedragon on May 8, 2008 10:12:46 GMT -5
Also I have a question, my friend seems to think that he can use heat cards in combination with chyna's ability. he thinks that he can discard them from his ring side pile to reverse a manuever. granted if this did work that is pretty smart, but I just don't think it would work. so let me know if that works didn't really get your question here. do you mean he is getting heat cards from his ringside pile back into his hand and discarding them for Chyna's ability? if that's the case, then no. because you're only allowed to PLAY them from your ringside pile but you can't take them back into your hand. the same appiles to all the bilndside cards.
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