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Secret HQ |
A deck-construction technique that I've grown very fond of over the years is the inclusion of "ramp-up" 1-cost characters. They can often take the place of an extra foundation character -- I like to push the rule of 5's a little, as I often find that running just 20% foundations is a little erratic, especially in multi-faction decks. To more clearly define ramp-up: Getting the required number of
resources to play that cards that really make your deck work requires time and
power. Sure, Kar Fai is going to kick-butt once he enters play, but you
need
I like playing about 3-4 Ramp-ups in an average size deck (70 or so cards). Below I've listed cards that you are almost always going to see in my decks. Notice that I've only picked ones with what I consider to have useful abilities -- while cards like Jack of all Trades look good on the surface, a ramp-up card really needs a potentially useful ability, and Jack's ability is only really useful in just a few decks (BattleMatic) so he is really no better than an extra foundation. You may notice that some of the factions don't have good ramp-ups -- write to Z-Man and let them know you want to see more cards like this!
*Only in a deck with all
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