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Running @1 not so bad after all?


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The first time I posted a deck here, the major complaints were a lack of staples (Easy to fix) and not running enough copies of good cards. I'm starting to doubt the validity of the second complaint. Aside from the obvious easiness of acquiring the cards, running things @1 can give you a variety of cards, and improve the versataility of the deck. Sure, you would need multiple copies of staples and valuable support cards, but leaving the rest at 1 can give you a good variety. So what do you think?

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Some Archetypes need those two or three cards. Agents need 3 of their balls and lol-Infernities need 3 of their Beetle. But Archetype or not, sometimes it makes the Deck more consistent. But of course, you wouldn't run Mars in an Agents Deck (if you were veering away from the Meta-ish theme), so not all of those cards are necessary.

All in all, it's simply a matter of consistency.

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No, because you will never draw into what you need.

It's nice and all to have lots of things that are beneficial, but it's more important to max out the things that are NEEDED first.

Post the deck, and I'll see whether you were just running the good cards @1, and just random bad cards.

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Only deck that can actually pull off running everything @ 1 is 60 card themeless highlader, and even that doesn't work a lot.

You have to look and see what you want with the card. Do you want to draw into it often? Run multiples. Does it dead draw often yet have plenty of cards that can dump it and make it useful? Run @ 1. Does it dead draw often and have no way of being pulled for easy use? Might not want to run it.

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As said in above posts, it depends on what cards you are talking about and varies with the theme.
Going to the extreme of everything at 1 is not usually a good idea. When you make a Deck, you usually want to focus it on a theme. To follow that theme, you usually have the combos thought out and absolutely have to have a few cards at 3 to make sure they get into your hand as fast as possible. Some things might end up dead often and/or not cooperate with the rest of your cards as much. That just means you don't have to go to the extremes of everything at 3 either.

Just saying, but 40 different options that work together in any combination is harder to achieve than 15+ different options. Especially when your cards have to work for a greater plan/strategy (as opposed to random anime Decks where you can pull out the combos without a specific center to the Deck). Of course if you can achieve it, awesome.

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There's stuff that should be run at 1 and stuff that shouldn't. It really depends on the deck. Take Infernities, for example. You have to run the 3 Archfiends and the 3 Necromancers, otherwise you won't be able to do jack. But things like Avenger or [u][i][b]Beetle[/b][/i][/u] dead draw at anything higher than 1 without adding anything substantial to the deck.

Again, like many people said above, it's the balance.

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