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Reply: Sentinels of the Multiverse:: General:: Re: Creating your own cards. New heroes join the battle...

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by salty53

Deltron Zed wrote:

So, where DO you start? I was brainstorming ideas for "moves" but how do I go about deciding how many moves in total and how many of each card goes into the deck?

Speaking very broadly:

4x cards are cards that the hero should be able to count on seeing every game. Like Nightmist's Oblivion: as her signature attack and her main damage output, you want it to come up regularly. (4x cards with a 4x tutor are cards that the hero should always, always have access to, like Absolute Zero's modules.)

3x cards are cards that you want to come up pretty often, not necessarily every game.

2x cards are cards that are nice to have around, but don't need to come up regularly. This is a good number for cards that you don't want to have clogging your hand at inopportune times, so effects like Inventory Barrage go here.

1x cards are unique signature abilities, and their decks almost always have other effects that can tutor them, like Quick-Draw or the Naturalist's base power.

Of course, it varies from hero to hero and deck to deck. The stronger a hero's draw/search power, the fewer copies of each card are necessary. The Argent Adept has almost no cards that appear in more than two copies, but the few that do (i.e. Arcane Cadence and Instrumental Conjuration) are so good at helping you find what you need that that's okay. A hero like Tachyon who expects to go through most of her deck should have card numbers assigned based not on how likely she should be to see a card in any given game but on how many times she should have that card per game.

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