rec.games.trading-cards.jyhad

Rarity and power level

28 messages from 16 participants · 31 May 2009 – 04 June 2009
original thread on Google Groups

Undre

I read somewhere that in VTES, most rares are not super good game winners, but cards you wouldn't want many of in a deck, specialized cards, as in contrast to the power level of rares in Magic: the Guthering. Is that true? And as far as I know, there is no way to tell a card's rarity by simply reading it...rarity seems to be less important in this game.

henrik

[ quoted text not captured ] I'd say it's mostly true. Some rares are exception to this "rule", but overall the cards that you use most when building decks are common cards. There are lots of great rares which could fit into more or less any deck though, but they're seldom the backbone. If you have them, you'll use them. If you don't have them you'll manage just fine.

The Lasombra

On Sun, 31 May 2009 11:33:58 -0700 (PDT), Undre wrote: >I read somewhere that in VTES, most rares are not super good game >winners, but cards you wouldn't want many of in a deck, specialized >cards, as in contrast to the power level of rares in Magic: the >Gathering. >Is that true? For the most part, yes. There are certainly exceptions for individual cards for specific decks. i.e. you might really want 9 of a specific rare to build a specific deck to win a tournament. (Blissful Agony x9) http://www.thelasombra.com/decks/twd.htm#2k9mwcharleston >And as far as I know, there is no way to tell a card's rarity by >simply reading it...rarity seems to be less important in this game. Correct. Here's an example of a deck that won a tournament with only 3 uncommon cards and no rares: http://www.thelasombra.com/decks/twd.htm#la4 More tournament winning deck examples: Ten rares: http://www.thelasombra.com/decks/twd.htm#seattlecc Eight rares: http://www.thelasombra.com/decks/twd.htm#2k4dragoncon2 Seven rares: http://www.thelasombra.com/decks/twd.htm#2k6dragonsbreathrounds Six rares: http://www.thelasombra.com/decks/twd.htm#2k5psatlanta http://www.thelasombra.com/decks/twd.htm#collegestation One rare: http://www.thelasombra.com/decks/twd.htm#2k3warpartycsc

Undre

On 31 Mai, 20:51, The Lasombra <TheLasom...@hotmail.com> wrote: > On Sun, 31 May 2009 11:33:58 -0700 (PDT), Undre wrote: > >I read somewhere that in VTES, most rares are not super good game > >winners, but cards you wouldn't want many of in a deck, specialized > >cards, as in contrast to the power level of rares in Magic: the > >Gathering. > >Is that true? > > For the most part, yes. There are certainly exceptions for individual > cards for specific decks. i.e. you might really want 9 of a specific > rare to build a specific deck to win a tournament. > > (Blissful Agony x9)http://www.thelasombra.com/decks/twd.htm#2k9mwcharleston > > >And as far as I know, there is no way to tell a card's rarity by > >simply reading it...rarity seems to be less important in this game. > > Correct. > > Here's an example of a deck that won a tournament with only 3 uncommon > cards and no rares: > > http://www.thelasombra.com/decks/twd.htm#la4 > > More tournament winning deck examples: > > Ten rares: > > http://www.thelasombra.com/decks/twd.htm#seattlecc > > Eight rares: > > http://www.thelasombra.com/decks/twd.htm#2k4dragoncon2 > > Seven rares: > > http://www.thelasombra.com/decks/twd.htm#2k6dragonsbreathrounds > > Six rares: > > http://www.thelasombra.com/decks/twd.htm#2k5psatlantahttp://www.thelasombra.com/decks/twd.htm#collegestation > > One rare: > > http://www.thelasombra.com/decks/twd.htm#2k3warpartycsc Aha, I see. And as I will not play in tournaments, only casually, I will do fine, I guess. Thanks for answers!

James Coupe

Undre <sis...@gmail.com> wrote: >I read somewhere that in VTES, most rares are not super good game >winners, but cards you wouldn't want many of in a deck, specialized >cards, as in contrast to the power level of rares in Magic: the >Guthering. > >Is that true? It's not 100% true, but it's a good guide-line. You *can* make some very powerful decks using mostly rare/uncommon cards, but some of the most powerful decks in the game use only common cards. And obviously, you may not be able to make a specific deck you want without certain rare cards. Also, 'mistakes' in rarity are made, but they're often 'corrected' some time later, by reprinting the card in a more easily obtained fashion - a fixed copy in a pre-constructed starter, a more common printing in a base set, or similar. -- James Coupe PGP Key: 0x5D623D5D YOU ARE IN ERROR. EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING. 13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.

Peter D Bakija

In article <cd1c8663-d2b7-400b...@h2g2000yqg.googlegroups.com>, Undre <sis...@gmail.com> wrote: > I read somewhere that in VTES, most rares are not super good game > winners, but cards you wouldn't want many of in a deck, specialized > cards, as in contrast to the power level of rares in Magic: the > Guthering. More or less. The cards that tend to win games are the commons. The rares are weird, specialized cards, or cards that you don't want a lot of. They are often powerful, sure, but if they are powerful, they tend to be limited in use, or unique (so you don't want many of them). Not to say that there aren't occasionally really good decks built around a huge pile of crazy rares, as there are. But for the most part, the commons are the cards that make the game go. > And as far as I know, there is no way to tell a card's rarity by > simply reading it...rarity seems to be less important in this game. Correct. I'm not quite sure what "rarity seems to be less important in this game" means, however. There are still rares/uncommons/commons, and occasionally R1/R2 kind of distinctions. But in terms of game play, are there *any* games where the rarity has an impact on actual game play (i.e. maybe a limit based on rarity? Or something?). I mean, if you are swapping cards, it usually helps to know a card's rarity level, and a lack of rarity indicator can be a hassle there. But other than that, is there a need to be able to tell a card's rarity by simply reading it? Peter D Bakija pd...@lightlink.com http://www.lightlink.com/pdb6/vtes.html "It's too bad she won't live! But then again, who does?" -Gaff

Kevin M.

Undre wrote: > I read somewhere that in VTES, most rares are not super good game > winners, but cards you wouldn't want many of in a deck, specialized > cards, as in contrast to the power level of rares in Magic: the > Guthering. Is that true? Yes. Being a "no card limit" game, instead of, say, a 4-card limit game like Magic, there are different thought processes going on regarding power and rarity. > And as far as I know, there is no way to tell a card's rarity by > simply reading it...rarity seems to be less important in this game. Rarity is still important, but over the years there has been a small but vocal group of players who do not wish V:TES to become even more popular and player-friendly, as they are stuck in the past and lament even the smallest change to the game they love while the CCG world turns around them. Hence no rarity indicators. Kevin M., Prince of Las Vegas "Know your enemy and know yourself; in one-thousand battles you shall never be in peril." -- Sun Tzu, *The Art of War* "Contentment...Complacency...Catastrophe!" -- Joseph Chevalier Please visit VTESville daily! http://vtesville.myminicity.com/

Peter D Bakija

In article <139baa60-fa5b-4467...@k2g2000yql.googlegroups.com>, Undre <sis...@gmail.com> wrote: > Aha, I see. And as I will not play in tournaments, only casually, I > will do fine, I guess. Oh, sure--one of the most effective strategies in the game (stealth and bleed) is made almost completely of commons (stealth cards and bleed cards) and a few uncommons (is Telepathic Misdirection uncommon these days?). Rares make for interesting color or bonus fun, or the occasional power hit, but for the most part, as noted, not super necessary in a general sense. That being said, again, there are some exceptions--some cards are rare that should not have been rare in the first place (and some cards that used to be rare have been made more common in later sets). And some rare cards are stupidly good, even if they are unique (Ivory Bow, Dreams of the Sphinx). And to be fair, rare cards *do* tend to have powerful effects (with appropriate costs), but when they are powerful, they tend to have a significant cost or limits. What you won't find in VTES, however, are instances of "this Rare card is just better than that Common card, just 'cause it is Rare", as VTES is a game where appropriate cost and effect are hugely important, and rarity has no impact on that. That, and VTES has a really good track record of making good/powerful cards easy to get by making them fixed in starter decks--for example, one of the really powerful "chase" kinda rares for many years was the War Ghoul, a very powerful ally (that was made long, long ago when the designers of VTES were not the people that have been running the game for the last 10+) that people wanted a lot of to build decks out of. And were very powerful rares. So for a long time, War Ghouls were incredibly difficult to get and sold for a lot (relatively speaking--a really expensive VTES card is, like, 20 bucks) on e-bay. Eventually, this was solved when a new appropriate started deck was printed, and War Ghoul was a fixed card in the starter. So anyone could get all the War Ghouls they wanted for 10 bucks a pop out of starter decks (and then another deck full of good cards too). That happens a lot in this game. So collectors/card speculators often become cranky ("All these war ghouls I spend 20 bucks on are now worthless!"), but players are usually happy with this sort of thing. [ quoted text not captured ]

librarian

James Coupe wrote: > Undre <sis...@gmail.com> wrote: >> I read somewhere that in VTES, most rares are not super good game >> winners, but cards you wouldn't want many of in a deck, specialized >> cards, as in contrast to the power level of rares in Magic: the >> Guthering. >> >> Is that true? > > It's not 100% true, but it's a good guide-line. > > You *can* make some very powerful decks using mostly rare/uncommon > cards, but some of the most powerful decks in the game use only common > cards. And obviously, you may not be able to make a specific deck you > want without certain rare cards. > > Also, 'mistakes' in rarity are made, but they're often 'corrected' some > time later, by reprinting the card in a more easily obtained fashion - a > fixed copy in a pre-constructed starter, a more common printing in a > base set, or similar. > *Cough villein Cough* best - chris (As an example of a card that needs to have its "rarity" fixed.)

librarian

Peter D Bakija wrote: But in terms of game play, are > there *any* games where the rarity has an impact on actual game play > (i.e. maybe a limit based on rarity? Or something?). In YuGiOh there are common cards and rare cards with the same in-game "cost", but the rares are just plain better. best - chris

Peter D Bakija

In article <adBUl.140349$5N7....@newsfe09.iad>, "Kevin M." <you...@imaspammer.org> wrote: > Rarity is still important, but over the years there has been a small but > vocal group of players who do not wish V:TES to become even more > popular and player-friendly, as they are stuck in the past and lament > even the smallest change to the game they love while the CCG world > turns around them. > > Hence no rarity indicators. Heh--while I have no real investment one way or the other, in terms of rarity indicators, I don't know that it hurts the game at all that they aren't there (but certainly also wouldn't hurt if they were and were non obtrusive--heck a little C, U, R, V or whatever next to the artist by line or something would be very easy to implement). That being said, knowing what cards are rare or not isn't difficult (do I have 10 of them? Common! Do I have 1? Rare! :-) [ quoted text not captured ]

The Lasombra

On Sun, 31 May 2009 15:52:58 -0400, Peter D Bakija wrote: >(is Telepathic Misdirection uncommon these days?) Nope, always common + starter. http://www.secretlibrary.info/index.php Set(s): Jyhad:C, VTES:C, CE:C/PM4, BH:PM3/PTo4, Third:C/PM2, KoT:C/PT4

James Coupe

Peter D Bakija <pd...@lightlink.com> wrote: >Oh, sure--one of the most effective strategies in the game (stealth and >bleed) is made almost completely of commons (stealth cards and bleed >cards) and a few uncommons (is Telepathic Misdirection uncommon these >days?). No, it's common (or fixed) in every set it's been in. [ quoted text not captured ]

James Coupe

Kevin M. <you...@imaspammer.org> wrote: >Rarity is still important, but over the years there has been a small but >vocal group of players who do not wish V:TES to become even more >popular and player-friendly, as they are stuck in the past and lament >even the smallest change to the game they love while the CCG world >turns around them. "Small but vocal" has pretty much never resulted in something happening (or not happening) during LSJ's tenure. I can't see why this would be an exception. [ quoted text not captured ]

Peter D Bakija

In article <gvund2$qfo$2...@news.eternal-september.org>, librarian <auct...@superfuncards.com> wrote: > In YuGiOh there are common cards and rare cards with the same in-game > "cost", but the rares are just plain better. Oh, heh, I guess I didn't word that right. I meant "are there games where *knowing* if something is rare or not relevant to actual game play". I know there are all sorts of games where Rares are just better than Commons or whatever, but in the context of the game, is it important to actually *know* that the card is rare as opposed to something else? Like, in YuGiOh, is there a deck building rule that states "you can only have 10 rare cards in your deck" or something? Actually, now that I think of it, the mid 90's Doctor Who CCG (which was possibly the *worst* CCG I have ever seen--see D.J.? I don't just hate Dune! Dune was better than this one!), IIRC, had a limit to cards in your deck by rarity. Hmm... [ quoted text not captured ]

Peter D Bakija

In article <gvuna3$qfo$1...@news.eternal-september.org>, librarian <auct...@superfuncards.com> wrote: > *Cough villein Cough* > > best - > > chris > > (As an example of a card that needs to have its "rarity" fixed.) Heh. I'd be surprised if whatever the next starter set is doesn't come with 2x Villein in each starter. [ quoted text not captured ]

Malone

> > *Cough villein Cough* > > best - > > chris > > (As an example of a card that needs to have its "rarity" fixed.) It's not so much the uncommon rarity that's a problem, it's that it's new. I'm desperate for a bunch more Deep Song and Ashur Tablets, too, even though they're common.

bwr...@mail.com

[ quoted text not captured ] When looking as a big base set, you should treat commons as uncommons... there are more on the sheet and you get 2 less common slots. So Deep Song and Ashur Tablet are currently uncommon cards (you can expect fewer of each than you'd see of a vampire in midsized set)... and Villein is a rare (uncommons in KoT being as rare as rares in midsized sets). Brent Ross

David Litwin

[ quoted text not captured ] It's not like every other card game since 1998 has done it in some way.

Blooded Sand

[ quoted text not captured ] > > Please visit VTESville daily!http://vtesville.myminicity.com/ > > It's not like every other card game since 1998 has done it in some way. Please, please please tell me you are being sarcastic. Really please. Cos VtES is one of the few still extant ones that has not.....

headle...@gmail.com

On May 31, 3:15 pm, Peter D Bakija <p...@lightlink.com> wrote: > In article <gvund2$qf...@news.eternal-september.org>, > > librarian <aucti...@superfuncards.com> wrote: > > In YuGiOh there are common cards and rare cards with the same in-game > > "cost", but the rares are just plain better. > > Oh, heh, I guess I didn't word that right. I meant "are there games > where *knowing* if something is rare or not relevant to actual game > play". I know there are all sorts of games where Rares are just better > than Commons or whatever, but in the context of the game, is it > important to actually *know* that the card is rare as opposed to > something else? Like, in YuGiOh, is there a deck building rule that > states "you can only have 10 rare cards in your deck" or something? > VTES is a pretty good example. you have to put the "vampire" rarity cards in their own seperate deck for each game you play :)

Peter D Bakija

On Jun 1, 6:12 am, headlessr...@gmail.com wrote: > VTES is a pretty good example. you have to put the "vampire" rarity > cards in their own seperate deck for each game you play :) I realize you are just being cheeky, but I don't know that this holds-- vampires come in different rarities across sets, and in game play, it is irrelevant. Some are essentially U, some are their own rarity, some are R, some vampires were U1 vs U2 or whatever. Yeah, vampires go in their own deck, but the specific rarity of each vampire card is irrelevant. -Peter

D.J.

On May 31, 3:11 pm, Peter D Bakija <p...@lightlink.com> wrote: > But in terms of game play, are > there *any* games where the rarity has an impact on actual game play > (i.e. maybe a limit based on rarity? Or something?). The Ultimate Combat! CCG had deck-construction rules based on rarity; I don't remember what they were, but there were fixed upper limits of how many cards at a given rarity you could put into a deck. Of course, the Ultimate Combat! CCG also featured the card "Body Odor." So there's your arcane CCG trivia answer for today! - D.J.

Shockwave

> > *Cough villein Cough* > > It's not so much the uncommon rarity that's a problem, it's that it's > new. I'm desperate for a bunch more Deep Song and Ashur Tablets, too, > even though they're common. I disagree. It'd be fine if it weren't for the sheer volume of other cards in KoT competing for those same spaces. Sadly, for new players (and therefore, a base set) it's perfect, they get a nice spread of different cards. For those of us fishing specifically for KoT cards (Deep Song, Old Friends, Eyes of Argus etc) it's a total PITA. I'd beg LSJ to do a BSC type affair with just these cards, but it'd set an awful precedent on every large set.

Blooded Sand

On Jun 1, 4:59 pm, Shockwave <d_knowles...@hotmail.com> wrote: > it's a total PITA. PITA? I demand enlightenment. Or at the very least a poke with a somewhat blunted stick! Sleep, ah, joyous sleep. One day I too shall have it....

LSJ

Blooded Sand wrote: > On Jun 1, 4:59 pm, Shockwave <d_knowles...@hotmail.com> wrote: >> it's a total PITA. > > PITA? Pain in the arrears. http://www.dtxtrapp.com/glossary.htm

Blooded Sand

[ quoted text not captured ] Almost as much fun as a blunt stick poke...

Orpheus

> Of course, the Ultimate Combat! CCG also featured the card "Body > Odor." lol Well, I know players who have that function integrated so it doesn't depend on cards, really. ;-)