Discuss Little Guy Go Boom Article
Vyn
Posted: Jul 2 2008, 02:01 AM


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This thread is for discussing the Little Guy Go Boom article. If you have any comments on the article, or want to share any experiences with the deck, or modifications you've made to it, this is the place!
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Hawkwinter
Posted: Oct 29 2008, 07:15 PM


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I know I'm months late here, but this link isn't working for me. It just takes me to the April Fool's card.

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Vyn
Posted: Nov 3 2008, 12:46 AM


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Sorry about that. While the title link was working, the "Read it here" link hadn't been changed over. It's fixed now. So read it and let me know what you think! smile.gif
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solo
Posted: Dec 7 2008, 09:03 PM


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Vyn, this sounds like a great deck. With the addition of a few cards from both Bryon and CtV's card sets, I amy have to give this one a try. I really like the winking out thing, I would probably focus on that with Explode and also use Armored Bats possibly to help protect. I will really have to play with this theme.

Nice article by the way.
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Hawkwinter
Posted: Dec 12 2008, 10:03 PM


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Excellent article, agreed.

I haven't had achance to try this deck out yet, so I honestly don't have any real opinion on it yet, but I figured I could at least check ina nd let you know I enjoyed the article format and how things were conveyed.
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Hourfather
Posted: Apr 1 2009, 04:02 PM


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There are a few weaknesses to this deck that will prevent you from getting anywhere.

1. A jerk of a friend who likes his ALL DRAW DECK. This prevents you from losing your guys as quickly as you would hope (but it also allows for you to keep the Red Ninja alive on his dime) BUT THEN the ALL DRAW DECK is meant for firefights which leads to...

2. The ever encompassing DIRECT HIT.

It does mean playing a Joe card but you should consider throwing a DOC into the deck to all you for keeping that DH away and/or any other card that allows you to take off hits.

3. Targeting the card prior to losing such as with stealth. Once Red Ninja is gone (and before his...ahem...time) then that means you are stuck with a deck that may or may not be able to play itself out for the rest of the game. Not that it's terrible but it might end up being hit or miss since it's designed so specifically.

4. MAJOR BLUDD FOIL BABY! Let's see your little ol' Red Ninja end up one on one with him.



--------------------
HOURFATHER
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Vyn
Posted: Apr 5 2009, 10:25 PM


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QUOTE (Hourfather)
1.  A jerk of a friend who likes his ALL DRAW DECK.


To this, I would recommend filling the deck with cards containing the Boost Ability, "If this combat is a DRAW, discard the enemy unit." There are a bunch of Gray cards that will do the trick... smile.gif

Of course, doing this may weaken the theme, but hey, that's what a sideboard's for, right?

QUOTE (Hourfather)
...you should consider throwing a DOC into the deck to all you for keeping that DH away and/or any other card that allows you to take off hits.


Yup, that's why Zandar made the list. Of course, once Red Ninja Master reaches his +18 state, you won't have any soldiers left to be able to avoid Direct Hits. And unless a vehicle shows up sometime with that ability, RNM is pretty much out of luck here. You'll just have to get creative with other ways to get your opponent's Direct Hits out of his deck before RNM gets big... Mission FACES' Mainframe comes to mind, but he'll only allow you to fill the enemy deck with non-DH cards, not take the existing ones out.

QUOTE (Hourfather)
4. MAJOR BLUDD FOIL BABY! Let's see your little ol' Red Ninja end up one on one with him.


That would be quite funny to see, but, as long as RNM isn't the only unit in your ranks, you could still get him back. This would be an ideal job for that Hammerhead. Then, once the Major deposits Red Ninja Master back in your ranks, you're back in business!

Of course, that's ideal. What would probably end up actually happening is player one would win, because they would get first attack.
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