Post by Erik G. on Oct 13, 2013 4:30:21 GMT
I've been experimenting recently a lot with different strategies for cards I wouldn't normally use. Since I playing with Generosity, I don't get a lot of good options for disruption.
Despite that though, the ability to disrupt your opponent's strategy was something taken strongly into consideration when first designing this game. Because the game doesn't have a combat phase like many other card games, it can often feel like the best strategy is to turtle and build up Harmony as quickly as you can. While definitely a viable strategy, any deck that can disrupt it will have the upperhand. Below are a list of my top five favorite cards to do this with.
5) Joke Shop
This card is incredibly versatile and does a lot of things. First is it's 0 cost, meaning any deck can run it. Second, it's a location. Third, it bounces a character on top of an opponent's deck so it also hurts their next draw, and to top it all off it works at Reaction speed. I've seen this card used successfully as an early game attempt to slow the opponent's down and get an early lead to conserving them for late game to mess up any finishers your opponent might try to play or snatch a victory from behind. The only downside is that it requires the character to actually be remembered, so any remembered effects go off and then will likely come again to do more damage.
4) Plain and Simple Attire
This is a personal favorite of mine. It turns any of your opponent's characters into a rather simple resource producer. The main advantage to it is that it's dirt cheap and gets passed Protected. So you could use this to defang powerful, normally untouchable characters like Discord or Celestia. I have found though that it's definitely something to save for later in the game meaning you might already be in too much trouble when the time is right to play it.
3) Discord, Imprisoned
Cheaper than Discord himself, this version of him has two main draws but only one of them is really important. His first is to build up discord counters (costing you 1 element or harmony a turn) to make his other self cheaper. That's not really all that important though. His second ability, to make all character's lose friendships is though. Some decks heavily rely on this kind of synergy building to carry them through the game. So to make it all go away (like Pegasus wings or Unicorn horns) can put you in control of the entire game. Just be sure that you have ways of gaining Harmony yourself because all your friendships are gone as well.
2) Nighttime Eternal
Wiping the board clean and setting back each player 10 Harmony (and getting rid of the location) is almost like starting a new game. I've seen many amazing turnarounds because of this card and as such I feel like whenever a player sees someone building up magic, they should definitely plan ahead. The only downside to this card, other than poor planning resulting in making situations worse, is that you drop some Magic to play it. Depending on the situation you might be at a disadvantage elements wise, hindering your chances for victory.
1) Trixie, the Great and Powerful
Number one solely because she has no downside. You play her as quickly as you can and she hinders your opponent's at every turn. Play a memory? Lose a card. Activate an ability? Lose a harmony. Trixie's Cart gives her more options to further hurt a deck as well as offer some protection. She has no downside other than that she is a character card and while she might not turn a game around, she is one of the only disruption cards that a whole strategy can be based around.
Despite that though, the ability to disrupt your opponent's strategy was something taken strongly into consideration when first designing this game. Because the game doesn't have a combat phase like many other card games, it can often feel like the best strategy is to turtle and build up Harmony as quickly as you can. While definitely a viable strategy, any deck that can disrupt it will have the upperhand. Below are a list of my top five favorite cards to do this with.
5) Joke Shop
This card is incredibly versatile and does a lot of things. First is it's 0 cost, meaning any deck can run it. Second, it's a location. Third, it bounces a character on top of an opponent's deck so it also hurts their next draw, and to top it all off it works at Reaction speed. I've seen this card used successfully as an early game attempt to slow the opponent's down and get an early lead to conserving them for late game to mess up any finishers your opponent might try to play or snatch a victory from behind. The only downside is that it requires the character to actually be remembered, so any remembered effects go off and then will likely come again to do more damage.
4) Plain and Simple Attire
This is a personal favorite of mine. It turns any of your opponent's characters into a rather simple resource producer. The main advantage to it is that it's dirt cheap and gets passed Protected. So you could use this to defang powerful, normally untouchable characters like Discord or Celestia. I have found though that it's definitely something to save for later in the game meaning you might already be in too much trouble when the time is right to play it.
3) Discord, Imprisoned
Cheaper than Discord himself, this version of him has two main draws but only one of them is really important. His first is to build up discord counters (costing you 1 element or harmony a turn) to make his other self cheaper. That's not really all that important though. His second ability, to make all character's lose friendships is though. Some decks heavily rely on this kind of synergy building to carry them through the game. So to make it all go away (like Pegasus wings or Unicorn horns) can put you in control of the entire game. Just be sure that you have ways of gaining Harmony yourself because all your friendships are gone as well.
2) Nighttime Eternal
Wiping the board clean and setting back each player 10 Harmony (and getting rid of the location) is almost like starting a new game. I've seen many amazing turnarounds because of this card and as such I feel like whenever a player sees someone building up magic, they should definitely plan ahead. The only downside to this card, other than poor planning resulting in making situations worse, is that you drop some Magic to play it. Depending on the situation you might be at a disadvantage elements wise, hindering your chances for victory.
1) Trixie, the Great and Powerful
Number one solely because she has no downside. You play her as quickly as you can and she hinders your opponent's at every turn. Play a memory? Lose a card. Activate an ability? Lose a harmony. Trixie's Cart gives her more options to further hurt a deck as well as offer some protection. She has no downside other than that she is a character card and while she might not turn a game around, she is one of the only disruption cards that a whole strategy can be based around.