level 8
远古之火
楼主
原帖地址
https://www.reddit.com/r/Spellweaver/comments/3aa6do/guide_which_starter_deck_should_i_choose/
In Spellweaver there are, as you may or may not know, 6 aspects, each with their own colour. We have Corruption(black), Dominion (purple), Rage (red), Order (white), Nature (green) and Wisdom (blue).
This post is intended for players with little TCG or CCG experience and people that haven't played Spellweaver all that much, as I'll be covering some basic card game principles before going into which starter deck you should pick when you first start playing, so if you feel like you don't need to go over the basics, feel free to skip ahead.
To start off, let's take a look at Decktypes and by extension, "Win Conditions". Decks can be split up into a few categories. Control, Aggro, Midrange and Combo. These names refer to the way these decks want to win the game.
An aggro deck will try to win as fast as possible, usually using creatures to deal damage to the enemy in a short amount of turns. A midrange deck will try to achieve the same thing, however they tend to play high-value cards that come a little later in the game. They try to control the board-state early on and start dropping threats in the midgame, while also having a little bit of lategame. Control decks will take controlling the board-state to the next level (as the name suggests). Control decks try to control the board until the lategame using high-value spells like Cataclysm, and then try to win the game by either dropping big creatures or by healing to 40 health. The final category is Combo. Combo decks rely on a combo (or multiple combos!) to win the game. For example, Word of Grace + Thaumic Reflector. They spend most of their time controlling the board and drawing cards.
Next up is some terminology. You'll often hear people say that a deck "has a good curve". "A good curve" basically means it has something to play every turn. This is especially important for aggro decks. "Tempo" is another one. I could write another post just talking about tempo, but it essentially means "the speed at which cards are being played". If I play a creature on turn 1, and you fail to deal with it, I have tempo advantage because I have a card out which you failed to deal with. If I play another creature on turn 2, suddenly you need to deal with 2 creatures, you might deal with 1, but the other one is still out there dealing damage.
Next up is "Card advantage". If I have 7 cards in hand, and you have 3, I have more cards, therefore my advantage lies in the fact that I have more cards and thus more options. The last term I'll cover is "Board state". This is what separates the good players from the bad players. Being able to see who's ahead from glancing at the board. The Board state refers to what the board looks like. Is it empty? Is one side filled with creatures? Do both players have some creatures? In card games, being aware of where your advantage lies and how you interact with the board using that advantage is key to winning.
Now that we've got that out of the way, we can start looking at the starter decks and which you should choose. The reason why I decided to introduce these principles before going over the starter decks, is because I can now define the decks using these principles. I'll start off with the "Good" decks (Order, Wisdom, Nature) followed by the "Evil" decks.
Order The Order deck is a hybrid between Combo and Midrange. They focus on getting out a large number of creatures that trade well in the early game and then buffing them to swing for a lot of damage with cards like Master Tactician, War Fanfares and Angelic Might. This deck is excellent against aggro decks while being quite bad against the slower control decks, who can prevent them from getting up a big board of creatures. This deck would be best for people that have a little bit of card game experience. The deck features a nice curve and you will most likely have something to play on every turn. The only downside is that it will be hard to upgrade this deck, as you will need more than a few singles. I recommend getting this deck as your first deck or use it to complement a starter deck you chose before.
Pros:
-Good curve
-Good quality of cards
-Strong against aggro
Cons:
-Hard to improve by adding singles
-Has a hard time versus Control
Wisdom The Wisdom deck is a Combo deck. It aims to survive until you can set up either Forcewielder + Foundry Engineers or Forcewielder + a huge Dust Titan. This deck aims to control the board using spells like Sleep and Flash Freeze until it can set up its combo. This deck is very hard to play correctly for new players and you can lose very easily to most of the other decks if you are new and have no idea how things work. For players that have a little bit of experience, this deck might be better but I'd still not recommend it. The deck has a funky curve, most cards need 2 levels to play, so it can be hard to get creatures out if your hand isn't suited for it.
Pros:
-If you play this deck correctly, VERY high winrate
-Good quality of cards
-Easily improvable by adding singles
Cons:
-VERY hard to play correctly
-struggles against aggro
Nature: This is straight up an aggro deck. It features very cheap Elves to deal quick damage. Elves tend to have high speed, so it'll be tough for your opponent to deal with your creatures. It also features some of the best cards to get for your collection in the game, like Test of Time and Tornado Outbreak. This deck has a decent matchup against the other starter decks, but can struggle against particularly defensive openings by Order and Dominion, as they feature high speed early drops that can deal with your elves. This deck is easy to improve, as most of the improvements are made by adding cards already in the deck. I recommend this deck for new players.
Pros:
-Easy to improve
-Fairly good matchups against all decks
-Features good cards to have in your collection
Cons:
-Struggles against defensive openings
-Nature is pretty much limited to aggro decks
Corruption: My favorite deck out of all of the starter decks, because it's SO good. Corruption is a tempo-based aggro deck. It relies on getting some early drops in while you overwhelm with tempo and card advantage. The goal is basically to get up a creature every turn until you get to play Splitting Headache/Mesmerizing Spirit to downsize the opponent's hand. You also have a lot of creatures that interact with your graveyard, which teaches you how to manage your graveyard properly. I play a similar deck that I will put in the comments to see how easy this deck is to improve using only a few rares. This deck is recommended for all players, as it is in my opinion the best out of all the decks, because it features a good mix of creatures, spells and removal.
Pros:
-Good card quality
-Easy to improve
-Good mix of card types
Cons:
-Hard to combine with other starter decks as it is very good on it's own
Rage: Another Aggro deck. Like Nature, this deck aims to kill you as fast as possible. Unlike the speedy elves, the goblins and shamans aren't as fast. They make up for it by having amazing synergy, totems and AMAZING removal. Fireball is EASILY one of the best removal spells in the game. However, this deck struggles more against defensive openings, where the lack of speed might just lose you the game. It's easy to improve though, and you will most likely only need a few commons and uncommons to do so. I recommend this deck for all players, but I'd argue you're better off playing Nature.
Pros:
-Some of the best cards in the game are included in this deck
-Nice curve
-Good synergy between cards
-Very easily improved
Cons:
-Probably the worst out the two aggro decks
Dominion: The 6th Aspect. The colour that most of the old MTG players were most excited for. DOMINION. Dominion is a control/ramp deck. They will try to get up moon priestess early to get more mana available, only to control the board with high-value creatures and buff those creatures using implants. This deck will be the hardest to improve but the individual cards are on the better side of the power-spectrum. It can lose to especially aggressive opening hands by aggro decks, but will still hold its own. I'd recommend this deck to people that have a bit of experience playing card games, as it is still a control deck.
Pros:
-Good quality cards
-Good matchup vs most decks
-Hero has one of the strongest abilities in the game (and you get it for free!)
Cons:
-Not suited for new players
-This deck will be very hard to improve
I think that's it. All 6 Aspects covered. If there is enough request for another guide or FAQ on deckbuilding, tempo, or whatever, I'll be glad to write one, since I really enjoyed writing this one. If any of you guys want to ask me questions, feel free to pm me.
2016年02月16日 15点02分
1
https://www.reddit.com/r/Spellweaver/comments/3aa6do/guide_which_starter_deck_should_i_choose/
In Spellweaver there are, as you may or may not know, 6 aspects, each with their own colour. We have Corruption(black), Dominion (purple), Rage (red), Order (white), Nature (green) and Wisdom (blue).
This post is intended for players with little TCG or CCG experience and people that haven't played Spellweaver all that much, as I'll be covering some basic card game principles before going into which starter deck you should pick when you first start playing, so if you feel like you don't need to go over the basics, feel free to skip ahead.
To start off, let's take a look at Decktypes and by extension, "Win Conditions". Decks can be split up into a few categories. Control, Aggro, Midrange and Combo. These names refer to the way these decks want to win the game.
An aggro deck will try to win as fast as possible, usually using creatures to deal damage to the enemy in a short amount of turns. A midrange deck will try to achieve the same thing, however they tend to play high-value cards that come a little later in the game. They try to control the board-state early on and start dropping threats in the midgame, while also having a little bit of lategame. Control decks will take controlling the board-state to the next level (as the name suggests). Control decks try to control the board until the lategame using high-value spells like Cataclysm, and then try to win the game by either dropping big creatures or by healing to 40 health. The final category is Combo. Combo decks rely on a combo (or multiple combos!) to win the game. For example, Word of Grace + Thaumic Reflector. They spend most of their time controlling the board and drawing cards.
Next up is some terminology. You'll often hear people say that a deck "has a good curve". "A good curve" basically means it has something to play every turn. This is especially important for aggro decks. "Tempo" is another one. I could write another post just talking about tempo, but it essentially means "the speed at which cards are being played". If I play a creature on turn 1, and you fail to deal with it, I have tempo advantage because I have a card out which you failed to deal with. If I play another creature on turn 2, suddenly you need to deal with 2 creatures, you might deal with 1, but the other one is still out there dealing damage.
Next up is "Card advantage". If I have 7 cards in hand, and you have 3, I have more cards, therefore my advantage lies in the fact that I have more cards and thus more options. The last term I'll cover is "Board state". This is what separates the good players from the bad players. Being able to see who's ahead from glancing at the board. The Board state refers to what the board looks like. Is it empty? Is one side filled with creatures? Do both players have some creatures? In card games, being aware of where your advantage lies and how you interact with the board using that advantage is key to winning.
Now that we've got that out of the way, we can start looking at the starter decks and which you should choose. The reason why I decided to introduce these principles before going over the starter decks, is because I can now define the decks using these principles. I'll start off with the "Good" decks (Order, Wisdom, Nature) followed by the "Evil" decks.
Order The Order deck is a hybrid between Combo and Midrange. They focus on getting out a large number of creatures that trade well in the early game and then buffing them to swing for a lot of damage with cards like Master Tactician, War Fanfares and Angelic Might. This deck is excellent against aggro decks while being quite bad against the slower control decks, who can prevent them from getting up a big board of creatures. This deck would be best for people that have a little bit of card game experience. The deck features a nice curve and you will most likely have something to play on every turn. The only downside is that it will be hard to upgrade this deck, as you will need more than a few singles. I recommend getting this deck as your first deck or use it to complement a starter deck you chose before.
Pros:
-Good curve
-Good quality of cards
-Strong against aggro
Cons:
-Hard to improve by adding singles
-Has a hard time versus Control
Wisdom The Wisdom deck is a Combo deck. It aims to survive until you can set up either Forcewielder + Foundry Engineers or Forcewielder + a huge Dust Titan. This deck aims to control the board using spells like Sleep and Flash Freeze until it can set up its combo. This deck is very hard to play correctly for new players and you can lose very easily to most of the other decks if you are new and have no idea how things work. For players that have a little bit of experience, this deck might be better but I'd still not recommend it. The deck has a funky curve, most cards need 2 levels to play, so it can be hard to get creatures out if your hand isn't suited for it.
Pros:
-If you play this deck correctly, VERY high winrate
-Good quality of cards
-Easily improvable by adding singles
Cons:
-VERY hard to play correctly
-struggles against aggro
Nature: This is straight up an aggro deck. It features very cheap Elves to deal quick damage. Elves tend to have high speed, so it'll be tough for your opponent to deal with your creatures. It also features some of the best cards to get for your collection in the game, like Test of Time and Tornado Outbreak. This deck has a decent matchup against the other starter decks, but can struggle against particularly defensive openings by Order and Dominion, as they feature high speed early drops that can deal with your elves. This deck is easy to improve, as most of the improvements are made by adding cards already in the deck. I recommend this deck for new players.
Pros:
-Easy to improve
-Fairly good matchups against all decks
-Features good cards to have in your collection
Cons:
-Struggles against defensive openings
-Nature is pretty much limited to aggro decks
Corruption: My favorite deck out of all of the starter decks, because it's SO good. Corruption is a tempo-based aggro deck. It relies on getting some early drops in while you overwhelm with tempo and card advantage. The goal is basically to get up a creature every turn until you get to play Splitting Headache/Mesmerizing Spirit to downsize the opponent's hand. You also have a lot of creatures that interact with your graveyard, which teaches you how to manage your graveyard properly. I play a similar deck that I will put in the comments to see how easy this deck is to improve using only a few rares. This deck is recommended for all players, as it is in my opinion the best out of all the decks, because it features a good mix of creatures, spells and removal.
Pros:
-Good card quality
-Easy to improve
-Good mix of card types
Cons:
-Hard to combine with other starter decks as it is very good on it's own
Rage: Another Aggro deck. Like Nature, this deck aims to kill you as fast as possible. Unlike the speedy elves, the goblins and shamans aren't as fast. They make up for it by having amazing synergy, totems and AMAZING removal. Fireball is EASILY one of the best removal spells in the game. However, this deck struggles more against defensive openings, where the lack of speed might just lose you the game. It's easy to improve though, and you will most likely only need a few commons and uncommons to do so. I recommend this deck for all players, but I'd argue you're better off playing Nature.
Pros:
-Some of the best cards in the game are included in this deck
-Nice curve
-Good synergy between cards
-Very easily improved
Cons:
-Probably the worst out the two aggro decks
Dominion: The 6th Aspect. The colour that most of the old MTG players were most excited for. DOMINION. Dominion is a control/ramp deck. They will try to get up moon priestess early to get more mana available, only to control the board with high-value creatures and buff those creatures using implants. This deck will be the hardest to improve but the individual cards are on the better side of the power-spectrum. It can lose to especially aggressive opening hands by aggro decks, but will still hold its own. I'd recommend this deck to people that have a bit of experience playing card games, as it is still a control deck.
Pros:
-Good quality cards
-Good matchup vs most decks
-Hero has one of the strongest abilities in the game (and you get it for free!)
Cons:
-Not suited for new players
-This deck will be very hard to improve
I think that's it. All 6 Aspects covered. If there is enough request for another guide or FAQ on deckbuilding, tempo, or whatever, I'll be glad to write one, since I really enjoyed writing this one. If any of you guys want to ask me questions, feel free to pm me.