Post by keith0913832 on Jan 25, 2016 2:09:06 GMT 8
INTRODUCTION
Welcome to the last edition of Revo article revolving around the introduction of Revo cards as a whole. Today we are looking at the broad topic of Antics. Due to the aggression rule, Antics are usually frowned upon since they are prone to getting reversed and if if it were the first card played, you would have to suffer the aggression rule. That said, Antics grants a totally different game play if you were able to pull them off. It is going to be a long article so bare with me as we go through each category of cards. As usual, I will try to group them up according to their effects so it’s easier for you to pick out cards for certain tactics. Superstar recommendations will be given if appropriate. Let’s cut the chase and get it rolling!
Recovery
These cards are basically for the basic recovery. Nothing Left To Lose and Save Me From Myself could possibly be used in tandem since Save Me From Myself will bring your Fort down to lesser Fort, and Nothing Left To Lose can be played. Spirited Turn Of Events is the standard Antic recovery card that decks will pack, much like how you would pack 3 Puppies in Classic last time. You’re Fired Playa is a good card for Superstars that can search for constantly search for Antics. This card can help in recurring, as well as luring potential Antic reversals out. ...And I Quote is an extremely useful card for Antic based decks since it will help recur. In general, Out Here All Night and Spirited Turn see much more play currently, but the others are just as effective if can make use of them. Do take note that some cards are ‘Shuffle’ while others are ‘put on the bottom of your arsenal’.
Momentum
Momentum is the hardest trait to reverse in Revo. While it is difficult to reverse them, it isn’t that difficult to grant them. These cards each have their special use, but basically the Follow-up cards are more suitable for mono-type decks since you wouldn’t go wrong with the maneuver to play next. The only thing to take not of would be your hand. Since it is a Follow-up, you will have to play a manuever first. That is 1 card. The Follow-up would be another. And the Maneuver played after that would be the 3rd card you play from hand. Although you might deal damage, you are also putting yourself at jeopardy since you are exhausting 3 cards from your hand per turn. If you are able to get around this problem, you could be looking at a very potent tactic. Never Give In is a card made for Antic decks since it only grants Momentum to the next 2 Antics. For Follow-up cards, Santino would be a good superstar since he replaces the Follow-up: Maneuver with Follow-up:Card, meaning that they are easier to play. Jack Swagger can also find one of these Follow-ups with his ability.
Retrieving from Ringside / Searching from arsenal / Drawing
The gist of this category is that they add cards to your hand. Different cards in this category will fetch you specific things. Due to the presence of the aggression rule, it is important that we avoid it as much as we can, and these cards can help you fetch, or at least increase your chances of getting a maneuver to play. Superstars with Maneuver / Reversal hybrids could benefit from these cards too since they are very painful and it would act as a deterrence for your opponent. Blood, Sweat, And Tears is a very useful card for superstars with abilities or card effects that would help it to grow hand really quick. Even though that card is in here, you can also make use of that card to shuffle your hand in search for appropriate cards. Whilst unorthodox, it would prove to be helpful for superstars like Jack Swagger or Kofi Kingston or superstars that run a lot of drawing effects. There is no point having 20cards in your hand and 2 cards in your arsenal.
Hand Disruption
These cards play a very important role, especially if your deck revolves around discarding. By now you would have realised that handsize is important and these cards would really put your opponent at a hard spot as to what card he should discard. And then there are cards that don’t even give your opponent a choice for discarding. Although they have requirements to satisfy, their effects more than justify for the cost. The concept is simple and very effective. Less hand=Less chance of reversing. As simple as that. Superstars like Batista and Sabu with discarding abilities could benefit from this category of cards.
Removing cards from Ring
This is a small category of cards but they are much more useful than many other cards in this article. There are only a few scenarios to reduce opponent’s Fort. You are either afraid of his big reversal cards, or you know that with 7F, he would be able to use his ‘Defense’ cards. Quite similar to classic, plucking opponent’s maneuvers might not be the best move especially if he is able to retrieve and reuse those maneuvers again. If you were to remove Scissors Hold from his ring, he could simply activate its effect and retrieve it the next turn. Therefore, only pluck cards that you can either reverse, or you are certain you need to have more Fort to continue the game.
However, some of the most painful cards in a deck stem from their Pre-match. Some tactics like RP decks rely heavily on those cards to operate. Superstars that pack Corners also know that without the corners, they are having 4 less useful cards in their deck. Therefore, what you should look to pluck with your Back To Square One and Hacksaw is their crucial Pre-match like Hardcore Hell, Climbing The Ladder, 4ever: No Mercy or even their storyline. Once those are out of your way, their tactics will often crumble and you are on your way to victory.
Aggression Rule / Dealing Damage
This category of cards is quite similar to the Enter The Stratuspheres and Shoot Actions in classic where actions do the damage instead. Of cause Revo can’t match all those, but there are certain cards that can either force your opponent to eat the aggression rule or to deal some damage to your opponent. The follow-up cards are very under-used, but very lethal. Since it only restricts opponent from playing cards, you are essentially forcing him to eat the aggression rule. Rinse and repeat a few more times and he should be out for the count. Double The Value is another potent card in this category. It basically allows you to hit higher Fort range cards during the whole of either the current turn or the next. Meaning if you have the appropriate painful reversals but without fort, you can use DTV-DTF to get you the appropriate fort to use that reversal. Melina: Shoot Stretch is more straight forward, but instead of seeing it as a way to gain fort, you could probably use that card as a bait for your opponent’s Antic reversals. If he lets it in, then good for you as you get 3 more Fort. If he decides to waste an Antic reversal on this, then bad decision on him. Ashley: Awesome Asset is Revo’s way of promoting more Antic play in the format. Forcing an overturn for every successful antic played is painful, especially if you were to combo them with the maneuver/antic hybrids. Since those cards are discarded instead of going into the ring, there is a chance that you will be able to pick them up again to re-use. Edge and Christian both benefit from this card since Edge can constantly search for the Antics while Christian can replay them from ringside.
Standalone
I couldn’t fit these cards into any category but that only means that they are one of a kind. Hail To The Chairman is extremely useful for Antic decks. Since it reduces the overturning for aggression by 2. Tripling it would mean you omit the aggression rule in entirety. Therefore, this card is extremely useful for Christian as his Pre-match and this card combined would grant a reduction of 5 cards for each aggression rule you take. Concentrated Attack is a cheap way for you to get the effects of cards that require a certain number of targets in your ring. It would help to satisfy the requirements for cards like Grab The Tights and Uncommon Antics from R2. While it is only temporary, the damage could be huge. A good tactic to combo this card would be RP:Arm. Since it adds 1D for every Arm in your ring and every card in your ring with a target is considered Arm, you are going to deal a whole lot of damage in that turn. Last but not least, a card with win condition. As of this writing, there are no cards in the game that can ignore requirements on a general basis, and therefore, you would have to satisfy all 3 conditions. Not very difficult, but my personal suggestion would be to not depend on this card alone since there is a chance it will get reversed, even if it has Momentum.
CONCLUSION
This has got to be the most difficult article to churn out thus far. Although it was long article,, I hope that it gave you a better insight on the antics in the format. Hopefully there are certain cards that you might not have thought is useful but after reading, you might just want to try it out. I will leave it for you to decide which cards deserve those few slots in your arsenal.
This marks the end of the introduction series for Revo. I would like to thank everyone for their support all this while. Thank you Joshua and Roy for giving suggestions to what topics could be done, and thanks to Vincent for correcting some errors that I have made. Special mention for everyone I decked with. The contents of all these articles come from everyone too!
Although this is the end of the introduction to Revo, the road into it is far from over. There will still be articles churned out per week, and they will contain a deeper dive into a certain card, tactic, and superstar. I am open to requests as to what you all might want to know more, and I will try to address them to the best of my ability. Thus, always keep a look-out for the next article!
Till then, thanks for reading and have a nice day!