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| author | Florian Fischer <florian.fischer@muhq.space> | 2021-12-07 14:37:52 +0100 |
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| committer | Florian Fischer <florian.fischer@muhq.space> | 2021-12-07 14:37:52 +0100 |
| commit | e7c34f305c80fdc263f62cb6be953333f9cd9a31 (patch) | |
| tree | 32064caad157855e39e38723e9171a5ed51b600b /html/blog | |
| parent | a38f2687c1908ddbdae6a0807653084b13a6c8c1 (diff) | |
| download | muhqs-game-e7c34f305c80fdc263f62cb6be953333f9cd9a31.tar.gz muhqs-game-e7c34f305c80fdc263f62cb6be953333f9cd9a31.zip | |
add blog post about economy pieces
Diffstat (limited to 'html/blog')
| -rw-r--r-- | html/blog/eco-piece-comparision.md | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/html/blog/eco-piece-comparision.md b/html/blog/eco-piece-comparision.md new file mode 100644 index 00000000..02447e5b --- /dev/null +++ b/html/blog/eco-piece-comparision.md @@ -0,0 +1,104 @@ +% Economy piece comparison + +This is a comparison mostly for my own deck building purposes. +What are cards that I consider economy pieces? +Everything that can generate resource on their own. +In addition there are economy engines, which are a combination of cards that +can repeatedly create resource. + +## Basic pieces + +The first economy pieces I designed and the most basic ones are: [Ritual!], [Tax Collector] and [Relic]. + +### Ritual! + +{#id .class width=355 height=532} +[Ritual!] is the most basic of the three. +It is a spell you have to draw which nets you without any shenanigans 2 resource +when played. +Gaining two every turn is the strongest of the three economy pieces. +Ritual! gets worse when you don't see it every turn. +It has spell synergies for example with [catalyst] and the only real +interaction from the opponent is [no!] or increasing your deck size with [wormtongue] +for example. +Due to its buy cost of 7 [Ritual!] is usable at the earlist on turn 3 (considering a base income of 5 and a 3 cards start deck). + + T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1 + T2, 6 R: Gain 5, Draw 2, Discard 2 -> Gain 1, Buy Ritual! + T3, 5 R: Gain 5, Draw 2 (hopefully containing Ritual!) + + +### Tax Collector + +{#id .class width=355 height=532} +[Tax Collector] is the economy piece of choice for unit decks and decks +looking for a steady income in the late game if decks contain more cards. +If not threatened it nets one resource per turn and is thus slower than one [Ritual!] +per turn. +But in contrary to the spell it is also board presence which may have benefits when +interacting with the map but it is also weaker to enemy units and removal spells. +Because [Tax Collector] only costs 5 to buy it is most of the time one turn earlier playable than +[Ritual!]. + + T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1, Buy Tax Collector + T2, 1 R: Gain 5, Draw 2 (hopefully containing Tax Collector) + +But the most common play pattern for any deck using [Tax Collector] with a start +deck containing [Farmer] will probably be: + + T1, 0 R: Gain 5, Draw 3, Discard 2 -> Gain 1, Play Farmer, Buy Tax Collector + T2, 0 R: Gain 5, Draw 3, Play Tax Collector, ... + + +### Relic + +{#id .class width=355 height=532} +[Relic] is the weirdest of the basic economy cards. +And I am not quite sure what to do with it. +It is usable for more shenanigans since it is an artifact. +[Smith] can clone it; [Tinkerer] may loop [Standard] and [Relic]. +But it may has to be rebalanced to be playable. +Stay tuned ... + +## Synergy based + +### Power To The People! + +{#id .class width=355 height=532} +[Power To The People!] is slower than the basic economy pieces and need some board setup +to be usable. But the resource gain is not limited and scales with the number of units you +control. +I imagine it a really strong economy piece if combined with any token generator +such as [Recruiter], [Illusionist], or [Tinkerer] looping [Standard] + +### Cash or Trash! + +{#id .class width=355 height=532} +Similar to [Power To The People!] [Cash or Trash!] is slow and synergy based. +I have not figured out a good way to use it. +But I am sure that it could be a powerful part of an artifact deck using +[Smith] and or [Tinkerer]. + +## Engines + +### Relic & Smith + +In muhq's magical Christmasland if you have a not pressured Smith sitting somewhere +on the board freely cloning Relics, this will quickly get out of hand and +will generate huge amount of resource. + +Further engines have to be found (or designed). + + +[Ritual!]: ../en/cards_listing.html#ritual +[Tax Collector]: ../en/cards_listing.html#tax-collector +[Relic]: ../en/cards_listing.html#relic +[catalyst]: ../en/cards_listing.html#catalyst +[no!]: ../en/cards_listing.html#no +[wormtongue]: ../en/cards_listing.html#wormtongue +[Farmer]: ../en/cards_listing.html#farmer +[Power To The People!]: ../en/cards_listing.html#power-to-the-people +[Recruiter]: ../en/cards_listing.html#recruiter +[Illusionist]: ../en/cards_listing.html#illusionist +[Tinkerer]: ../en/cards_listing.html#tinkerer +[Standard]: ../en/cards_listing.html#standard |
