<R> Article Of The Week: Non-0F Cores
Dec 27, 2015 21:43:30 GMT 8
BALLS and The King of Kings like this
Post by keith0913832 on Dec 27, 2015 21:43:30 GMT 8
INTRODUCTION
Welcome to this week’s Revo article! Today we are looking at non-0F Core maneuvers. Although they all deal up to a maximum of only 7D, their effects give us a reason to consider packing them. They grant effects like recovery, searching or removing cards, as well as granting momentum. For easier reference, the format will look similar to the previous article on <0F maneuvers> where there will be a brief explanation of each category followed by recommendations and the list of cards that I am referring to in each category. Do note that there are other cards that I have not listed, but could be of use to your deck. Anyways let’s start by looking at a support card that will make this entire category look much stronger.
This card alone will do wonders for decks that run on Cores. Cores naturally grant the least damage and fortitude, which means that you will often be behind the fort curve most of the time assuming you do not reverse your opponent’s maneuvers. With Hardcore Hell in play, it would help to ensure that your Cores are successful. As of this writing, there are only about 2 or 3 Mid-match Core reversals. This means that you will get your Cores through 99% of the time. That said, cards like Cerebral Sleeper or Cruiserweight Title can remove this card from your ring, making it harder to get your Cores in. Also look out for Judgement Day as that card can drop a non-unique Pre-match from your backlash when played.
That said, let’s get it on!
SEARCHING:
The card effects in this category allows the user to search for either a specified target or maneuver type. These cards are very useful for decks that run Ring Psychology tactics. Once they are successfully played, it allows the player to search for another maneuver. Pack the appropriate maneuvers so that it will align with your Ring Psychology. Superstars who benefit from this category of maneuvers include Batista, Sabu and Sandman. Batista and Sabu can activate their ability over and over again when they search for the same card type. Batista can play Snap Slam to search for search for another Snap Slam, which searches for another Snap Slam to drop a total of 3 cards from your opponent’s hand. Sabu can do the same with Short-Arm Clothesline. Since Sandman’s recovery ability will take place with every successfully played maneuver, these category of maneuvers would ensure that he has a maneuver to play every turn. This category of Cores can be found in R3.
REMOVING FROM RING:
This category of Cores are either hit or miss in my opinion. You either manage to constantly remove the correct maneuvers, or you are just considered to be playing maneuvers with blank text. That said, they each represent 1 Target. So if you are playing superstars that depends on the number of targets in your ring, you can consider packing this category of maneuvers. Kane and Umaga are 2 superstars that have cards that interact with the number of targets in ring. Superkick could possibly fit in to this overall tactic as it will gain momentum if you have all 6 targets in your ring. That said, I still feel that this category of Cores are packed more for disruptive purposes than as a form of tactic. The category of Cores can be found in R3.
*There was a previous error that I made with regards to the Stone Cold card which Deburaito pointed out. Therefore that part has been removed. Sorry about the wrong info and thanks for informing!
DISCARDING:
This is just a small category, but if you combine them with the 0F Cores that causes discard, it will do a much better job. Every maneuver you play would eventually lead to your opponent discarding 1 card or more. Snap Mare is extremely effective, especially for Batista, who will further reduce his hand by 3 for every Snap Mare he plays. The 2 Holds synergizes with William Regal’s ability as well since either its successful or not, your opponent has to discard 1. This category of Cores is from R1 and R2.
RETRIEVING CARDS FROM RINGSIDE:
Extremely strong effects to begin with, each type allows you to retrieve certain cards back to either your hand or backlash. Sleeper is a good maneuver to sync with retrievable hybrid reversals. Triple H decks will usually pack this as his Smacked With The Sledgehammer is retrievable through Sleeper. Another superstar that does heavy damage as reversals is Big Show due to his Knock Out Punch and Colossal Clutch. On the other hand, Atomic Drop could do the same too, but it also allows the user to pick up reversals which could protect you from painful maneuvers. There is also a lower chance for your opponent to have more than 1 antic reversal in their hand so Atomic Drop can retrieve an antic that just got reversed the previous turn. Russian Leg Sweep comes in handy for superstars with Mid-match superstar specifics. It is possible to play A Mid-match maneuver, then reverse your opponent’s colossals with either I Can Do Anything I Want or I Won’t Be Beat Tonight to put your Mid-match maneuver in your ringside. Russian Leg Sweep will help to put that back into your backlash. Overall, they are very strong cards as they give you the freedom to retrieve anything you want, including unique cards, as well as being able to deal some damage to your opponent as well. This category of Cores is from R1 and R2.
RECOVERY:
A very important category of maneuvers to pack with you are running less aggressive decks or your objective is just to outlast or stall out your opponent. Each of this card grants recovery to a certain extent, which would be useful when all your reversals have been overturned. Bulldog is an extremely useful card to pack for antic decks, or actually any deck that runs ‘Defense’ cards. Shuffling appropriate reversals would mean that your opponent will have a harder time pinning you. Very straight forward category of maneuver to use, and will work will with virtually any deck. This category of Cores is from R1.
GRANTING MOMENTUM:
As usual, the best is always saved for the last. Although there are only 3 maneuvers in this category, they are more than sufficient for any tactic that revolves around targets. While it is difficult to ensure that your opponent does not reverse on overturn, the end results are very effective as Back and Leg targets usually does the most damage in the game. Needless to say there are other superstar specific maneuvers that further give you a reason to pack these cards. As mentioned in previous articles, Rey Mysterio is a good superstar to use this category of maneuvers. While he focuses on Cores, granting Momentum to them on a turn basis is devastating. With his ability allowing him to pick up cores from ringside, he can play any of the 3 maneuvers and pluck 1 appropriate maneuver into hand. The category of Cores are from R3.
CONCLUSION
Obviously I haven’t covered all the non-0F Cores in this article, but I hope that it brings about some awareness to wide variety of effects that they possess. Do not simply overlook Cores due to their low damage. Combo-ing them or fitting them into a larger tactic would certain give your deck a boost. With that, we have come to the end of yet another Revo article. As usual, feel free to leave your comments and questions if any in the comment section below and we will look into them in the next article where we take a deeper dive into Means.
Till then, have a nice day and Merry Christmas and Happy New Year!