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Aramax
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Posted: 04 October 2006 at 8:54am | IP Logged Quote Aramax

I thought Id give you guys something to argue about and post my groups restricted list.Our thinking on this was -why should these cards be in every deck and what about getting new players into the game when a lot of these cards are hard to come by.You can play 3 cards from this list {all other deck stocking rules apply}

L9 Discard Equivalacy

L9 Accelerated Time line

L6 (the artifact that lets you play cards or draw cards)

r/c9 Temporal Engineer

O6&8 Tech Breakthrough

O7 Capital Revitalization

O7 Surprise attack

O9 Alliance Tready

O9 Catastophic Repitition

R/O10 now for something compleatly different

R/O8 Reserve call up

O10 Time Portal

looking back on this list 6 years into it, I think Im questioning Capital revitalization and Surprize attack but than we all would have to change our decks

 

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MogwaiSC
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Posted: 04 October 2006 at 9:25am | IP Logged Quote MogwaiSC

Hmm... Interesting. Basically your list is any card that lets you draw and/
or play multiple cards at once...

So far with the group I've been playing with (it used to be 5, now it's just
3) we've only outlawed the T8 Marine Depot promo terrain.

One of our group has more cards than the rest of us combined, so he's
often the 800 lb. gorilla we end up fighting against.

The thing I've done to deal with this kind of thing (the cards you list
above) is to build a denial deck (I've heard some people call them "Judo"
decks). For example, I have an Indirigan deck built with Council of Six as
my primary empire tribe and Lone Wolf as my minor tribe. I put 4 R/E4
Multipurpose Phasers in it, 3 C6 Prophets, 3 C6 Ancient Spacefarers, 4 T4
Reactionary Worlds, a C10 Time Knight, 2 C9 Time Knights, and a C10
War Prophet.

It tends to aggravate people though, when I constantly deflect their
reaction card plays and other things like that. I also make sure to pair up
an A6 promotion with the C10 Time Knight and the C10 War Prophet.
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Aramax
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Posted: 04 October 2006 at 9:31am | IP Logged Quote Aramax

Note we did not list O7 Occompus and the L7 Alien artifact or Cyber Mages and Quartermasters so a lot of the Drawing/Playing is still available ,It also allows people like me w/ a jillion cards to make a lot more decks

Edited by Aramax on 04 October 2006 at 9:32am
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MogwaiSC
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Posted: 04 October 2006 at 9:44pm | IP Logged Quote MogwaiSC

I'm fond of artifact decks... they can be quite effective.

One of our group has a Krebiz deck and he keeps an S4 Archaeology
Ship, an L6 Scepter of Time, a B3 Forgotten Ruins, and a B8 Shipyard in
his reserve (we play with a four card reserve regardless of the number of
people in the game).

I've seen him use the B3, S4, and L6 all together at once; the B3 doubles
the action of the L6 allowing use of both the draw and play abilities, and
then the S4 pulls it back into his hand. If you destroy the S4 he just pulls
the B8 out and pulls the S4 back into his hand.

So all in all, I understand why you have it on your list, but there are ways
to counteract it, so we don't really ban or restrict many cards.

One thing I've been trying to do is to talk my group into building just one
deck each that is completely devoid of promo cards; but our 800 lb.
gorilla won't have anything to do with the idea, probably because he's
spent more than the rest of combined buying promo cards... So usually
we just gang up on him and kill him because of it. Sometimes it's the
only way to keep him from winning all the time.
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Drakmoore
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Posted: 08 October 2006 at 1:00pm | IP Logged Quote Drakmoore

Im a new Player who got into the game through Aramax's group. The list he has is probably the only thing that kept me from getting destroyed my first time out. If I had, I doubt I would have found the game interesting enough to actualy buy cards and play. It kinda seems like the biggest flaw of the game that there are cards you basicaly HAVE to have and if you don't, you lose. A starting player might not even have an idea what an acclerated timeline or tech breakthrough is or how they should be used in context(I know I didn't) and if everyone else has max amount and hes playing on empty it makes the game seem futile. After consideration I like two restricted lists and doubt I would want to play without one, Aramax's style and Hardcore Os and Ls(limit one each).
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MogwaiSC
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Posted: 08 October 2006 at 10:39pm | IP Logged Quote MogwaiSC

I certainly understand the desire to make the game fun for new players. I
have five decks (Corporate, Bolaar, Council of Six, Dragons, Scorpead) so
I've got enough to teach new people to play by using one of my decks.
My Co6 and Corporate decks are my nastiest, though my Scorpy deck
isn't to be trifled with either.

What we do if we want to teach someone to play is have one of our group
let the new person play one of our nastiest decks to give them an edge so
that they can be competitive while they're learning. The person who is
loaning the deck usually helps as a coach for the new player for the first
few games, helping them with suggestions as they learn the game and to
use the strategy of the deck properly. This usually helps alot, and it
exposes newbies to the game in a positive way. I personally have been
beaten by my own decks a number of times! :-o
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Galactus
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Posted: 29 April 2007 at 3:56pm | IP Logged Quote Galactus

I think banning cards is lame. I started playing this game less than 3
years ago and I have managed to purchase and/or trade for one of every
card every printed except for one card (the R/O4 Strategic Deployment).
There are at least three sources that new players can tap into to buy
almost any card they want...you can buy factory boxes of the first 5
releases of the game at any time on ebay for $12 a box if you buy 8
boxes at a time.   Yes AT and GI and Persona are a little more difficult to
acquire...but not impossible. I just picked up 5 boosters of AT on ebay
yesterday for $30. That is 50 cents a card for AT...I think anyone can
afford that. Almost all the cards on Aramax's banned list (10 of the 12)
can be found in either (Primary, Universe or Time Gates) The Time Portal
is in NE and the last card is in Comedy Club (you can buy an entire box of
starter decks for $19....just ask me where). So really....all those cards are
easily accessible for less than $100 except for the Time Portal. If you
bought just two boxes each of those 4 releases you would have 10 of
those 12 cards GUARANTEED!!

Now let's all stop whining about card availability!!!!

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Aramax
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Posted: 17 July 2007 at 10:01am | IP Logged Quote Aramax

Im not whinning about card availability,Im talking taking cards out of your deck that otherwise MUST go in.You must have max accelerated timelines,temporal engeneers,discard equivalency,tech break through,reserve callup,alliance tready or you are a moron.Thats the same 12 cards that go in every deck all the time.If you lower that number to 3 total that allows creativity back in.It also allows you to make a great deal of decks that are compeditive .When Im done I will have 100 decks,if I used the correct rules I could only have about 10

which sounds more fun 100 or 10?

you can settle for a measly 10 but Ive got 10 kinds of leopan at my beck and call so when I anounce Leopan and every one else announces I can taylor the deck to my exact needs

The resstricted list is not chaining you ,

ITS FREEING YOU!



Edited by Aramax on 17 July 2007 at 10:05am
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Gekonauak
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Posted: 17 July 2007 at 2:35pm | IP Logged Quote Gekonauak

It kinda seems like the biggest flaw of the game that there are cards you basicaly HAVE to have and if you don't, you lose.

But, isn't that true with most CCGs? The cards in question are Very Rares. If the game didn't cease production, and you could actually buy more cards at your local retailer, would this still be true?
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Lobo
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Posted: 18 July 2007 at 2:09pm | IP Logged Quote Lobo

-In my long and (admittedly non-GE) rough history of playing many CCGs, there are cards in every game that many will consider "must have". The truth is, depending on what type of deck the individual wants to play, that phrase is misleading.

If you want to squash your opponent in the fastest way possible, then you design your deck with "must haves" that speed up the deck and speed up the process of getting those awesome cards into play.

If you want to slow the game down and brow-beat your opponent into submission with denial after denial after counter, you stock your deck with cards that are "must-have" for that strategy.

If you want to play a fun game with friends, you can put powerful cards in the deck (including every "must have" you can fit in there) but there's nothing that says you have to play that Catastrophic Repetition you just drew onto your Dragon King to obliterate that neat HQ across the table. Why not use it to destroy that S1 ship with a brilliant display of firepower, get those cards out there for everyone to look at and see what it can do, but not spoil the game in the process?

In the end, it's not the cards that are must haves, it's the player's demeanor and approach to the game that make it or break it in any CCG. Bringing it back on point, in my view there is no need to ban cards. It started with Magic, and is jsut as off the mark today as it was those many years ago when the different tourney levels were born. It is helpful and exciting (trust me) for new players to see those bad boys. Just don't beat us over the head with them to the point of annoyance and i'm happy.

Talk later, have a good one.....Lobo

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Gekonauak
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Posted: 19 July 2007 at 6:37am | IP Logged Quote Gekonauak

nothing that says you have to play that Catastrophic Repetition you just drew onto your Dragon King

Nothing says you *have* to play it, but something says that you *CAN'T* play it:

no equipment cards, crew cards or occurrence cards may be played to them or against them.
Them being Dragon Cards.

;)

Edited by Gekonauak on 19 July 2007 at 6:38am
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Lobo
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Posted: 20 July 2007 at 8:41am | IP Logged Quote Lobo

-Oh sure, pick on the new guy!

See, this is why i come here. I learn something new every day...

...after i go home and check my copy of the rules to make sure you aren't pullin' my leg...

Lobo

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RobPro
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Posted: 20 July 2007 at 8:52am | IP Logged Quote RobPro

I honestly don't see what would be so bad by making every promo card a persona, with a limit of 1 per deck. Yeah, it limits play a lot, but it helps -balance- play. 
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Lobo
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Posted: 20 July 2007 at 12:57pm | IP Logged Quote Lobo

-I don't see anything necessarily *bad* about it, i just don't think it is necessary. If someone can't resist making the best possible deck to obliterate opponents with and those opponents are trying to learn the game, mayhaps that individual shouldn't be playing with new players.

Whenever banning or limiting cards come into discussion, in *most* cases and CCGs the problem isn't the cards.....Lobo

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RobPro
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Posted: 20 July 2007 at 1:37pm | IP Logged Quote RobPro

See... the promo cards were made by players to give themselves and their friends a distinct advantage. They weren't meant to be available to everyone, therefore they have a much higher power level. I can't think of more than about 5 cards outside of the promos that need to be limited.
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Gekonauak
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Posted: 23 July 2007 at 7:50am | IP Logged Quote Gekonauak

the promo cards were made by players to give themselves and their friends a distinct advantage.

that's not true. Themselves an advantage, yes, but not their friends. :)

They weren't meant to be available to everyone

The owners of the promo cards would sell copies of their cards to anyone that wanted them.
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RobPro
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Posted: 23 July 2007 at 10:25am | IP Logged Quote RobPro

This limited cards to people who could contact their creators though, and I'm pretty sure if you get 300 copies of an awesome card, you let your team use it to help you win.

Just my thoughts on the whole she-bang.
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Lobo
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Posted: 23 July 2007 at 12:30pm | IP Logged Quote Lobo

-I think if i knew someone that had 300 copies of a card that he only let one other player use to prevent me, a recurring opponent, from having/using/getting to play with, i would not play with that person...

...either that or i would bring a zippo to the next game we faced each other in.....Lobo

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Gekonauak
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Posted: 24 July 2007 at 12:11pm | IP Logged Quote Gekonauak

I don't think I heard ANYBODY say they couldn't get a card from one of the promo card people. They all were quite willing to sell them.

They had 300 copies!!!

Besides, they were charged a lot of money for them. They would want to recoup some of that cost.
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Lobo
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Posted: 24 July 2007 at 1:01pm | IP Logged Quote Lobo

-I think you missed my point entirely, but i wasn't clear i suppose.

Anyway, interesting that the company would allow people to pay for the right to make cards they wanted, in limited quantities no less. Seems great for those with connections, bad for the average player if the player base is wide enough.

I'll all for the collectible aspect of anything, but for the game to be competitive i would hope the promos were not the baddest cards around hands down. Talk later, have a good day.....Lobo

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Gekonauak
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Posted: 24 July 2007 at 1:18pm | IP Logged Quote Gekonauak

No, I think I got your point. I just don't think that just because you were their regular opponent that they wouldn't sell you copies of their promo card. Especially since you could get their cards from other sources. Getting a promo card meant that you got a significant amount of each of the promo cards released in the set.

The company was in trouble financially, so, they sold promo cards to their fans. Kept the company afloat through several expansions. You didn't need a connection, just a credit card number that worked. They placed an order form in their newsletter. Check the back of Galactic Fire #1-#3.

Also, reed my rant at the end of GF#3 about the availability of these cards, and the costs involved to obtain a set of them.

And, unfortunately, the promo cards were the baddest cards around hands down. That one was my fault mainly. The first person to buy his own promo cards (Anthony Medici) had maybe 8-10 different cards. He submitted what he wanted them to do, and I "modified" them a bit. Okay, I punched them up, a lot.

We would have incorporated some of the promo designs into regular sets. But, were obligated to wait until the owners of the promo cards were able to sell what they could.
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Lobo
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Posted: 24 July 2007 at 2:03pm | IP Logged Quote Lobo

-Thanks for the explanation and insight into the process. I remember talking with Major Rakal (Kathy) over at Decipher when she was still responding to my emails about the ins and outs of getting a CCG made and distributed. Always like to hear and read about the "behind the scenes" stuff.

As for the promo cards themselves, i've seen a few here and there and they look fun to play. Now i just need to see if i can get some of those sets to include in my own decks.

Talk later, have a good one.....Lobo



Edited by Lobo on 24 July 2007 at 2:04pm
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bekosh
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Posted: 27 July 2007 at 12:13pm | IP Logged Quote bekosh

Our (Matchbox, bignea & myself) way of dealing with  Promo cards, is to limit the stocking of them same as a level 10 (Most are that powerful anyway). You can have 1 promo card in your deck for every 25 cards you have.

This keeps them in the game, without allowing them totally dominate it.



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