Hello friends, I’m Niko’s sister Charlotte, but I generally go by Chash on the internets, so we’ll go with that. Today, I wanted to talk about different ways to deal with Troublemakers, their pros and cons, and how happy you are to have them in a deck if your opponent isn’t playing Troublemakers. Of course, with new cards coming out in a few weeks, this will soon be obsolete, but isn’t that true of my entire life? It sure is.
Villains are everywhere in our group. Whether they are there to scare or block your opponent, to allow you to beat them up to get extra points, or both; they are the meta. So how can you use that meta to your advantage? Well I am going to talk you about one solution that can be game changing: Monster Manual. Already versed in the finer points of this card? Great, you don’t need this article. But for those who are unfamiliar I am going to talk about some of the nuances of using this card. Continue reading Let’s Talk About Monster Manual
It’s a week later, and I’ve got some testing results for the new deck I’m brewing. In the absence of anything better I’ve been calling it Dream Quest but am willing to hear suggestions. Check out the results below, or read part 1 if you need a refresher.
I’ve spent most of the last week not writing pony articles, but instead being vaguely sick and unable to sleep. Overall sucky, but there is one bonus: by spending a lot of time half-asleep and probably feverish, I’ve had plenty of weird errant thoughts. Most of them have been useless and obviously influenced by marathoning too much House. On the other hand, one strange half-dream thought resulted in the deck I played tonight at our weekly tournament, to much more success than I expected. It’s not fully tuned yet, but there’s enough there I’m going to keep tuning it. I’m hoping to do at least two articles tracking the progress, of which this is obviously the first.
So let me start this article out by saying I do not have an amazing handle on the finer points of problem deck construction. However, I have seen a lot of bad decisions made. Like a lot. Not a few. Like A LOT. I mean peoples’ problem decks might as well start a blog called Pony Regrets. What I have learned from them and myself is that you need to construct them with significantly more thoughtfulness than your draw deck. I mean, so you have three premier Hoity Toities in your draw deck, ok that sucks, but at least the worst thing you do with him is play him. If a bad problem pops up during your game that might just be the end of said game. If it’s not the end of the game it may very well be the point in the game you look back on and think, “that’s where it all went wrong…”. Continue reading Problem Decks: I got 99 Problems but a Parasprite Ain’t One
We’re in a a break from large events right now, leaving metagame data short on the ground. So today I’m going to talk about something general: the strategic groundwork of the game, with a specific view to what it means for deckbuilding.
There are certain circumstances in which I have no business winning the games I win. In fact, often times I have stumbled through a tournament and come out on top despite having a terrible deck with terrible match ups against me. These events have lead to two things. The first being that I have developed the unfortunate habit of playing decks that may in fact, disgrace the great name of team Pandeponium and the second is that I have developed a reputation as a “good” player. Both of these outcomes have reinforced bad behavior.
Team Pandeponium had an awesome showing at North American Continentals at GenCon, all playing the same deck (within a few cards; a few couldn’t get quite all the URs). The deck later became known as Charlotte’s Tower online. Obviously the list was published by Enterplay, but I’ve never done a full history and strategy post for it, though I’ve been meaning to. There’s no time like the present, so here goes.