Tuesday, August 30, 2011

Alpha and Omega.

Hey again, now we move on into the actual game of Redakai. Due to it being what I like to call a "resource-funded" game meaning that to play cards they require some sort of resource, I am able to split the game up into Beginning, Middle and Endgame. Similar to Chess... Making a deck requires a balance between beginning, middle and endgame cards for obvious reasons with in my opinion, slightly more attention to beginning and middle game cards.

~"Bgame" Cards - Beginning Game~
So, everyone who plays Redakai knows that we each start with 3 Kairu and work our way up the Kairu Counter Ladder and so a "bgame" card as I dub them are fairly cheap below 6 Kairu Cost. The beginning of the game is the point in the match where players begin to throw "petty" tricks at each other to damage one or two zones perhaps even knocking out a character, trying to spread out the damage for a better looking middle game. Such cards are "Feather Swords", its a fairly weak card when compared to some of the endgame cards, has a low power of 250, a green attack and cost a cheap 2 Kairu with a petty trick, "If this hits, recharge 1 Kairu", it hits the bottom zone, a fairly common zone in Redakai and is a quick and easy card to open the game with. These types of cards are the bgame cards that are fairly weak compared to the middlegame or endgame cards but is easily spammable and can exhaust your hand quickly.

~"Midgame" Cards - Middlegame ~
Similar to chess, there is no set time when the bgame ends and the middle game or midgame begins, however, I have deemed that when a player reaches 6 Kairu, the midgame commences. The midgame lasts from around  6 Kairu to 10 Kairu, and is when the player's main attacking and monsters begin to appear. These midgame cards are generally a heavy-hitting cards and generally part of your opponent's grand orchestrated plan to obliterate you... Unless you obliterate them first of course... Take Fire Tornado, blocking the ability and the middle zone whilst taking out top and bottom zone with a dominant 750 Green Power. It's not easily blockable if a player isn't concentrating on Green Defence and could make a player a whole lot more stressed during the game. These types of midgame cards are definitely threatening and is when the game truly commences with both player's hurling attacks against each other whilst trying to work their way up to their master plan... However, these midgame cards pales in the likes of the long-saved and earned Endgame Cards.

~Endgame Cards~
 Whilst I can very well place a picture of Bruticon or Metanoid and state the word, "Period" and end the article right there, I'm instead going to place a picture of SUPERNAMI!!! The OHKO a character when played which is close to impossible to stop via Defenses (Apparently friend proved it was possible...). But anyways, Endgame cards are generally costing 10 or more Kairu and are nightmare cards which turns the tide of the battle quickly. These cards are like the Queens in Chess or the Aces in Poker, possessing these cards as well as the ability to play them itself remains a direct threat to your opponent. Supernami is a great example, costing a whopping 15 Kairu and a massive red power of 1050 AND the ability to instantly destroy a character of choice is DEFINITELY a card worth freaking out for... But as with these types of cards, a bit of luck and a whole load of patience and endurance is required to play it.

So that's it for this time and hope you learned a bit more about how to budget your deck, remember these are just general guidelines.

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