So I feel the overwhelming responsibility of sharing my wisdom with the rest of the community (must be getting old), so here we go. I will try and keep this as simple as possible, but it could get kind of long. I will not cover specific scenarios, but a general turn based guide and the probabilities and such. You guys ready? Here we go!
1st: You are going to lose. It will happen, period. Everything you do will eventually fail and you will meet defeat either to a craftier or luckier opponent. Do not fret and do not rage quit, but most importantly of all do not time the battle out! Take a loss when you have to and do it gracefully, people will respect you.
Turn 1: Most people spend too much time in the first turn of the battle outsmarting themselves and not their opponent; I know this from experience. Even in Elo, the most important thing for you to do is to develop a pill standard or step aside. No one is making game changers in the first turn, not usually. Some cards can but not all. For this reason either pill a predetermined number or just bluff. Chances are your opponent will overpill or you may win the round.
Turn 2 (A.K.A. The game changer): Turn 2 is where most battles see their victor. Even if it's not a 2HKO or 1HKO, if you lose two turns in a row, chances are you are screwed. So if you pass on the first, it is imperative to win the second. Take into account the opponent’s level, pill count, and types of cards they possess. As a general rule of thumb, a level 30 or higher player will bluff you in the second round if they won the first. The opposite can be said for lower levels. This is however, determined solely on what game mode you are in and only if it’s their turn to play.
For instance: If you have the pill advantage, no matter how slight, and the game mode is survivor or DT, your opponent will more than likely try to take you out as soon as possible. They will always, and I mean always, do it with the least spectacular card. This is accomplished by a furious all pill that leaves your mouth hanging open, or cursing yourself for not going with your first gut, but remember, you will lose eventually.
Turn 3 (A.K.A. The climax): Assuming it’s a hairline victory for either you or your opponent, turn #3 is where things “get real”. If you and your opponent need to win two rounds for a victory then it all comes down to who plays first.
For instance: If it’s your opponents turn and they have the pill advantage, but not by much, and they use their strongest card, it’s either a bluff or the finisher. 50/50 chance right? Wrong, give yourself the 1/3rd advantage by pilling appropriately. First, you need to determine if you can come back from a fury hit and if so, with what card? Place only enough pills on the card to stop a fury, or vice versa, to stop the last card’s fury.
This brings up an important point! 90% of players have a one track mind. They either all pill or all pill and fury. Rarely do they do the in between. This kind of aggression can usually be handled with a little math and defensive playing. The term for the counter move will be called Moderation.
Moderation: Whenever you find that you or your opponent are at a disadvantage and you both have to win two rounds, pill just enough to stop a fury.
So you ask me; what if you are the one who needs to win? If you can fury with a card and seal the deal, then do not. I repeat do not! If you have the disadvantage in pills do not! What you do instead is a little maneuver I like to call, the One up.
The One up: Use said card to portray the illusion that you will fury. Your opponent will usually pill just enough to stop it (sound familiar?), in this case you do the unexpected. Assuming the pill count is close and they can’t swamp you, just pill one more past the fury mark. They will have only pilled enough to stop a fury, but if you pill past that point by one, you should come out the victor and still have enough pills to stop a fury from them and hopefully, win or tie the game.
Turn 4 (The End): By turn four it’s pretty obvious who won and who lost, so either take your victory or take your loss. But don’t ever give up! You won’t believe how many times some idiot screwed around and accidentally hit the fury button, resulting in me winning with my mouth hanging open. Or something tragic could happen and the battle times out for them. It’s happened, even though they could have won, it just timed out. So don’t ever give up!
Extra: Keep your eyes glued to this forum, I will be posting at least three more topics that go into detail and specifically cover certain card types. The titles are such: How to play DR cards effectively; who to save for last and who to use first; how to get around Attack Manipulation effectively; How to build a deck to (insert purpose here).
Thanks for reading and be sure to leave a comment in the comment section. Especially if you have a question or want me to address something in the upcoming post.
"They will always, and I mean always, do it with the least spectacular card"
Ah, the ol' "oops, didn't mean to play that card, oh well, I'm screwed. Finish me now" when really you played enough pillz to beat your opponent's strongest card. Even when they can wait a turn and kill you with ambre + (strongest card) they find it amusing until they lose. But this doesn't always happen tho. If it did, I'd be winning DTs left and right all thanks to pam. Always in your case doesn't mean always in any given scenario.
"Place only enough pills on the card to stop a fury, or vice versa, to stop the last card’s fury."
Very noob friendly advice. I usually play right through that by playing all but 2 pills (Or 1 if say, I have 10 pillz, 7 would give my 6 power 42 attack, 8 would give me 48 attack but my opponent has 7 power... to beat my 42 attack they'd need to overpill one more, so 49 attack. I'd play to 54 attack IF my other card could beat the opponent's remaining card, or that other card can't deal enough damage. Very, VERY few ppl actually do this (well that I've seen), but I notice you mention it later in your post.
And as to your OneUp, I kinda mentioned how that'd be flawed. You want to one up the opponent's attack needed to beat your fury card, not just play 1 extra pill. Just reiterating in a less confusing way.
Yeah, I know it's all situational, but it happens frequently enough to be counted as a standard for me. Besides, this guide is more of a whetstone for the blade that is one's mind when in battle. Sharpening it, but no substitute. Sometimes you gotta improvise and everyone knows that.
*************************How to build a Deck to (insert purpose here):***********************
There is something almost sensual about building a good deck. Not something you go and just pluck from the public preset, but something you work hard on and get to work effectively for you. It is something that molds itself to your play style and defines who you are and your place in the UR world. All the greatest players have one, one they built themselves. One that probably doesn’t stand a chance in ELO or Survivor when put in the public hands, but when in their own, it’s like having the golden gun from James Bond. So my endeavor here is to get you to build that deck and to outline a couple of hints and tips. Shall we get started?
1st: I will say this over and over and over and over….You will lose! Do not throw tantrums and do not have a fit and most importantly do not time the battle out! Some decks only require that you know how to use them. Lo and behold, the path to learning requires FAILURE! So don’t give up until it’s over.
Concept: Choose a side. I mean to say that you need your own base of operations, so to speak. I myself specialize in Bangers, so I am sure I could also work well with All stars and Ulu, same concept really. The key to building a good deck and becoming a good player is to first have a dedicated path. Choose a clan and then branch out from there.
“I really really hate (insert clan here)”: So you want to be more formidable against that clan huh? Well the first thing to do is to determine, not their weakness, buy your own. Why did you lose and what could have prevented it? For me, my number one enemy is SOB. That’s Nightmare and Piranas. The first thing I had done was stuff my deck with SOB. So I could stop them from stopping me. It worked, but failed against other clans. Then I determined I needed more DR, so I stuffed my deck with that and I had the SOB as well. It worked better, but sometimes I couldn’t get damage through. Then I sacrificed some SOB and DR to put in some power and I had done it. The key to a good deck is to not too overpower your opponent, but to handle a little bit of every scenario. A good template to use is the one below.
2 Damage Reducers
1 Miscellaneous (health, support attk, revenge….etc)
4 Power Houses
Synchronization: The key to a great winning streak is synchronization. Whether it be the Orlok, Kolos combo, the Jay and Eloxia combo, Timber and Lennox, Shann and Bubbles, the list goes on. The truth is, you are going to want to have the possibility of a 2HKO at least twice in your deck, this is excluding fury. Why? Because it makes you more of a threat and gives you maneuverability on the battlefield. However be sure to have some non KO victory plans. Remember, you don’t have to KO, just have more life than your opponent.
For instance: I was once in battle with a group of pussycats and they were fearsome let me tell you. So I pilled and pilled and before I knew it I had won three rounds consecutively, only to lose to furious Charlie on the fourth round. That player, whose name escapes me, played the game the right way. He had planned on that in building his deck and I walked right into it. So to must you develop your own traps and tricks.
Synchronization Support: For the love of god, be sure to carefully select your support players. There will be battles when you have nothing but them. Make sure your support lineup can pull off a 3HKO if need be. If you just splash in useless cards like Spiaghi and end up pulling him in a non mono and nothing but support then you are pretty much screwed.
Strategy: This incorporates synchronization, but you need to have pre-determined battle strategy for any given situation so when you do pull that hand you have practiced with you know what to do. Play off of your opponents insecurities, beat yourself! Sometimes you just got to beat you. Imagine what you would do if you had your opponents hand and play against yourself, you will win a heck a lot more I promise.
Never follow the status quo!!!!: So you pulled Orlok and Kolos and you think you are crafty and can KO your opponent like some sort of boss. Well you are wrong. It might work sometimes, but remember, if you can see it clearly so can they. Do the unexpected, pill 4 to the little bastard child and watch your opponent get caught off guard by only pilling 2 or 3. Now you have the power to end the fight at any moment the same way you would have had on your first turn. Be versatile and spontaneous.
Specialize: Remember, jack of all trades decks only exist in T2 so don’t try to handle everything! Pick something you really want to do, like attk manip, power manip, dr or etc and then place three to four cards in your hand that do specifically that. The rest need to try and handle other situations that arise. You can’t win them all, but when you can win you will!
Stars!!!!: I can’t preach this enough, but star count is important. If possible you need to have high powered three and 2 star cards in your deck. Because if it comes down to a tiebreaker and the power is tied, know that the higher star card will always lose! Keep high stars (4-5) cards to a min of 3.
That’s about it for deck building so far. You will actually have to go and build your own, but refer back to this and make sure that you follow the most important rules.
3. Synchronization Support