daenkolarin
27 post(s)
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I’m not sure if anyone can think of a defense against this opening hand, but it has a lot of attack power right out of the gate:
Start Hand:
4 magic mushroom
2 Yato, The Angry Wizard
1 – Something else useful.
Rest of Deck
—- Low cost cards with lots of lands/resource generators
Basically you are giving up all of the strategic advantage of the fixed 7 start cards in exchange for a lot of early attack power. Unless your opponent 4-5 cards in his 2nd rank in less than about 30 seconds, you can get both Yato’s into the second last rank, where they can do 6 dmg each every 60 seconds. Best match result I’ve gotten against the “good” bot is a win in 153 seconds.
Can anyone think of a faster rush than this?
Does this fast of a rush affect the Meta-Game to the point that all opening hands needs some type of specialized counter?
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daenkolarin
27 post(s)
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Short list of Simple Counters I’ve worked out.
1) Use the same Hand in response, but add 1 animated skeleton to the opening hand. You can use the skeleton to snipe one or both of the Yato’s, or force a Yato to give up his attack to kill the skeleton. Essentially it is a game of chess to see who gets out of the initial battle with a card still standing for advantage.
Pros: Counter with slight maneuvering advantage, can use the rush if the opponent isn’t countering.
Cons: You are left with very little to work with if your opponent deploys a counter against you.
2) Opening hand has 5 immediate deploy to field cards (ex 5 forests), and 2 low cost creatures (like Mountain Wolf [MW]). Deploy the 5 Forests into the 5 2nd rank positions. When wood arrives, deploy the two MWs into positions 2 and 4 of your first rank. If a Yato takes out one of the lands and moves into the second rank, attack it with the MW while it is suffering from cooldown. Basically all the rusher can do is destroy a few lands but since the MWs are faster to move and attack, they can force a stalemate with the Yato’s .
Pros: Since you have some land and creatures in your starting hand if you are not Yato Rushed, the rest of your deck can be build to use that land effectively. If you do face a Yato Rush, odds are you will deploy the rest of your deck faster, since you can count on some level of land availability.
Cons: Sub-optimal opening against a non-rush deck.
3) Opening Hand: 4 Magic Mushroom, 2 Lesser Chain of Mind (1 card free). Once he drops the Yato’s you steal them with Lesser Chain of Mind and turn them back on him. Since he will have minimal strategic advantage left, you will crush him.
Pros: Very effective counter. Win time is possible in < 130 seconds (fastest win I’ve seen yet).
Cons: Useless against virtually every other opening hand in existence.
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