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-rw-r--r--html/blog/eco-piece-comparision.md42
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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.
+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}}.
+The first economy pieces I designed and the most basic ones are: {{Ritual!}}, {{Tax Collector}} and {{Relic}}.
### Ritual!
![](build/latex-build/en/magic/ritual!.png){#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.
+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.
+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
@@ -31,20 +27,15 @@ Due to its buy cost of 7 {{Ritual!}} is usable at the earlist on turn 3 (conside
### Tax Collector
![](build/latex-build/en/base/tax_collector.png){#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!}}.
+{{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:
+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, ...
@@ -65,26 +56,21 @@ Stay tuned ...
### Power To The People!
![](build/latex-build/en/exp1/power_to_the_people!.png){#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}}
+{{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!
![](build/latex-build/en/equipments/cash_or_trash!.png){#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}}.
+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 {{Relic}}, this will quickly get out of hand and
-will generate huge amount of resource.
+In muhq's magical Christmasland if you have a not pressured {{Smith}} sitting somewhere on the board freely cloning {{Relic}}, this will quickly get out of hand and will generate huge amount of resource.
Further engines have to be found (or designed).