Post by keith0913832 on Dec 7, 2015 0:35:21 GMT 8
INTRODUCTION
Welcome to yet another revo article! We are on the last leg of the Pre-match this time round. Thus far, we have covered CORNERS, FACTIONS, RING PSYCHOLOGY and TITLE BELTS. Today, we are looking at stand-alone Pre-match cards that provide certain benefits to you or cause some negative effects to your opponent. Since its a long list, I will only be mentioning how each card can either help you, or create negative impacts on your opponent. The rest would be up to you to explore! That’s the fun part of building a deck too right? Wouldn’t want to take that away from you. Before we go on, here’s a short Q&A.
Q: What do the R1 and R2 at the bottom of each card text mean?
A: Those indicators refer to the series that the card is found. Therefore, Revo 1 would be R1, Revo 2 would be R2 and Revo 3 would be R3. Virtual Revo is a continuation of the series so Virtual Revo 4 is VR4 and the highly anticipated Virtual Revo 5 is VR5. Tournament kits will be labelled R-TK. All this are included for easier reference when finding cards texts or if you are wondering which boosters to buy. (Yes, R1 and R2 boosters are still out there in the market!)
Q: What exactly is a ‘requirement’? Must I satisfy the requirement before I play a card, or fulfil the requirement only when I successfully play the card?
A: A requirement is something that has to be satisfied before the card can be used. In order for you to attempt to ‘use’ a card, the requirement must first be satisfied. If you can’t satisfy the requirement, the card and/or its effect cannot be used. Do take note that a requirement has to be satisfied for reversals that are overturned as well and not just to cards that you play.
With those doubts cleared, let’s get it on!
A New Plan
R1
The purpose of this card is straight forward. Keep it as back-up in case of a bad starting hand. More applicable for superstars that have smaller hand who can’t search for their 0Fs to start the game. That said, if you plan to dedicate lesser slots for 0Fs, you can choose to pack this card to increase the chances of drawing into 1 of the 0Fs on the second try. Since the cards are put at the bottom of the arsenal, it is guaranteed that you would have a totally new hand.
Do take note that the only option after you play this card is either to put ALL cards in your hand on the bottom of your arsenal, or you don't put any.
<WWE logo> Tribute to the Troops
R3
If you have trouble getting specific cards into your hand, you can consider packing this card. There are other Pre-match cards that allow you to search but this card stands out as it allows you to search for any non-unique with a target (including antics). The only drawback is that your opponent gets to draw 1 card. This card is a beneficial for decks that run the 1st reversal style. Some superstars have standard move sets. CM Punk will run Mono-Hold decks while Sabu would run mono-assault decks. If you are able to predict that, you can search for an applicable reversal to stop them in their tracks. Another common tactic would be to search for your 0Fs. Some good 0F maneuvers to consider are Snap Bulldog, Elbow Smash and Scissors Hold as they can be retrieved from your ringside. I will go in depth on this in another article. An added bonus for this card would be that it gains a target of your choice. Therefore, this card helps Ring Psychology decks. Daniel Bryan’s Pre-match also interacts with this card.
Underestimate the Competition & Dressed For Success
R1
R2
If you are on the receiving end of the 1st reversal style, Underestimate The Competition (UTC) would be of great use as it turns you into a Mini Batista. The overturn 8 cards can be negated by cards like Torrie! Torrie! Torrie!, or cards like Dressed For Success (DFS). Take note that DFS allows you to choose between 0 to 7 cards to overturn. Therefore, you can choose 0, and pick up a card that you overturned from UTC. UTC is also beneficial for superstars that require ringside to fully operate. Superstars like Christian and Kevin Thorn benefits from this card as they can start to utilise their ability on the first turn. Superstars like Sandman and Kofi Kingston benefit from UTC from another way. Sandman allows quick recovery whilst Kofi would have more choices to choose from when he activates the effect of his Pre-match. DFS is also a good way to get an applicable card into your hand, especially if you have a bad starting hand.
Climbing the Ladder
R1
Climbing The Ladder (CTL) acts as a very powerful draw mechanism as it’s effect lasts throughout the game. Extremely useful for Mean or follow-up decks. Basically it helps to keep you in aggro mode provided your opponent doesn't reverse your means. It is possible to chain off Means once reversals in hand and backlash are exhausted. Superstars with low handsize can look to this card to help them pump up their hand. However, take note that there is a requirement for you to have lower superstar value before you can play this card.
McMahon Family Jewels
R-TK
As mentioned in the first article, Pre-match in revo do not have any order of play. Therefore, there is no problem with playing this Pre-match: Object during any of your Pre-match phase. Basically, this card is a replacement for CTL in case you happen to have equal or higher SSV. The text is long but in summary, during each of your turn, you can choose 1 of the 2 options. You can either take the top card of your Arsenal and put it under this card, or if you satisfy the requirement to have lesser Fort Or lesser hand, you can put 1 random card from under this card into your hand. Therefore, this card effectively adds 1 additional card to your hand every 2 turns. Not the best option but as the game progresses, this card will definitely come in handy especially against superstars that forces you to discard hand. Pack this card if you are always in need of a bigger hand, but avoid this card if you have strong drawing ability or will always be ahead of the Fort curve.
Do take note that it is possible to stop putting cards under this card if you don't feel there is a need to.
Gone—Not Forgotten
R1
This card is basically Banned From Ringside from Classic. However, there are 3 things to take note off. Firstly, as long as the card is played from hand and it is not successful due to any reason, GNF is immediately activated. Secondly, like Banned, the card that is not successful does not enter the Ringside at all and goes right to the bottom of the Arsenal. Lastly, there is no option on whether to use the effect or not. It is mandatory. Therefore, this card is not exactly effective for superstars like Christian or Undertaker where they can keep plucking cards from their Ringside to their hand. That said, this card works well for superstars that can search this Arsenal like Great Khali or Edge.
4ever: No Mercy
R-TK
Take note that the effect is mandatory, and that you cannot choose whether your opponent should overturn 0 to 3 cards. This card works wonders for Mean decks. Superstars like Santino (who can’t pack colossals due to his ability) and Sandman (whose Means are minus #F equal to opponent’s SSV) concentrate on Means. Make no mistake, Means are just as deadly as colossals. Just that this card further augments the strengths of running more Means in your deck. It leaves your opponent with 2 choices. To reverse and overturn 4, or having to eat the Mean move of which he might not be able to reverse. Other cards that work with Means are mentioned before. Climbing The Ladder, The New Breed, Sandman’s Pre-match to name a few.
Judgment Day
R-TK
As mentioned by a friend, no ability is completely useless and if you decide to just blank off your ability for no apparent reason, there must be something wrong. Doesn’t that mean that this card is useless? Not completely. Some Revo SS do have storyline cards that replaces their printed ability. And remember, Pre-match effects in Revo are activated and resolved immediately. Therefore, you can easily counter the cost of this card by playing it first to blank your ability and play a storyline card next to give yourself a new ability. You might ask for the effectiveness of this card. Frankly speaking, this card is most effective against Ring Psychology (RP) decks. RP decks usually run 2 RP cards, followed by Man Of 1000 Moves. However, the requirement for MO1KM is that there must be 2 RP cards in your ring. Therefore, Judgement Day helps to discard that pesky RP card and causes Pre-match disruption for your opponent. Other cards that this card might be effective against are basically the cards in this listing as decks usually base their tactics on cards in this list. Do take note that this card only discards non-unique cards.
The More The Merrier
R2
The More The Merrier (TMTM) works exactly like it’s title says. It will only be effective when more copies of this card are played as the effect is cumulative. The first copy would allow you to draw 1, second to draw 2, and third to draw 3. In total, you will get 3 new cards in your hand after putting 3 cards at the bottom of your arsenal. The hand disruption of your opponent also acts as a powerful tool especially when you are going up against opponents who depend on the cards searched from his Pre-match. However, take note that this tactic would take up 3 slots and unless you have Pre-match cards that add to your capacity, you will max out.
Hardcore Hell
R1
While cores are the basic building blocks of a deck, it’s damage are always kept at 7 or below. However, they possess certain effects that can’t be found in Means or Colossals. Therefore, this card is very strong. The best Core to work with for this card are the 8F7D Cores in R3: Back Breaker, Arm Breaker, Bionic Elbow. They each grant momentum to the next maneuver played with a certain target. Thus, you are able to deal last minute damage that would definitely catch your opponent off-guard. A typical deck would consist of 1 or 2 momentum reversals, just like how we have Sidewalk Slam TB in classic and Backhand Slap TB in virtual classic. Therefore, having to dish out 9 momentum maneuvers would mean that your opponent will have a harder time reversing them. Other Cores like Bow & Arrow also grants recovery cards that are hard to come by in Revo.
CONCLUSION
With that, we have come to the end of another revo article. Hopefully this acts as a mini-conclusion to the Pre-match cards in Revo. Revo Pre-match often helps to carve out the structure of a deck and game play. Thus with better knowledge of what you can play, as well as what your opponent might play, you can plan your next step and hopefully bring you closer to victory! As usual, feel free to leave any feedback or queries in the comment section below and I will address them accordingly!
Until next time, Happy Revolutionizing!