Post by zerodemon on Nov 10, 2010 8:01:56 GMT -5
I'm gonna do one of these a day I think, starting with my favourite deck.
RED
1. Fiver Bonus Bunny. Two level 1 bunnies that add 5 civ points to the point value of a city can turn a level 4 city into a level 9, meaning they can sit happily in there until that city has taken 8 points of damage. This is in the weakest possible city too. Drop them in Sao Paulo and the city become level 16 and grants you 18 points. Mean. That's nearly a third of your points towards winning the game.
2. Bunny Exchange. One of the greatest cards you can get your hands on. It's a run so you can have four in your deck which is cheeky, but even with one, you can steal two triple bunnies from another player and add any one of the 3 (4 if you have the promo or bought another deck) triple bunnies you have in your own deck to gain 3 civ points a turn. Managed a double triple triple bunny combo the other day for +6 points a turn using this humble card. Come on.
Also, combo this with fingercuffs to steal an extra bunny.
3. Recycle. Another killer, especially early on. Even removing 2 resources from a player when he gets his first city out is unusually cruel, slows his play and usually stops him playing most decent cards. Like Bunny exchange it's a run card (so you can have 4 of it) and only costs 4 resource to play.
The red deck has uniform city weapons, all of them ranking at level 8. While this is handy at times, having no higher level city weapons means those bigger cities can be hard to shift. I'd be more inclined to rely on feed the bunny and your abundance of stolen bunnies to steal and occupy cities.
Deck B Analysis
The city weapon issue looks set to not be such a factor with the B deck expansion which includes some higher level city weapons.
The card Run For Cover looks like a fun addition, and a late blow to your opponent. At 7 resource, it's a mid game disruption that forces a player to place all his bunnies in to cities. Any that won't fit must be reshuffled into the draw pile. This would be good against Yellow Deck Urban Plaguers who generally aim to steal your cities by filling the bunny circle with their own bunnies and only having a small city of their own to allow them to play the card. Also handy against Red Players like myself who love stealing all your bunnies.
Mating Bunnies will be extra handy in this deck for players who like their Fiver Bonus Bunnies. A mating pair will breed a level 1 bunny from the discard every turn if it's available, meaning you can bring back the ones you lose. Since Fiver Bonus the only one that only requires you to have 2 bonus bunnies, the red deck really does stand to gain the most from including mating bunnies.
It also adds a second Asian city (Karachi, Pakistan) making Vast Asia a more realistic prospect.
Any other unique strengths that the Red deck has that you can think of? Pop it in the comments section.
RED
1. Fiver Bonus Bunny. Two level 1 bunnies that add 5 civ points to the point value of a city can turn a level 4 city into a level 9, meaning they can sit happily in there until that city has taken 8 points of damage. This is in the weakest possible city too. Drop them in Sao Paulo and the city become level 16 and grants you 18 points. Mean. That's nearly a third of your points towards winning the game.
2. Bunny Exchange. One of the greatest cards you can get your hands on. It's a run so you can have four in your deck which is cheeky, but even with one, you can steal two triple bunnies from another player and add any one of the 3 (4 if you have the promo or bought another deck) triple bunnies you have in your own deck to gain 3 civ points a turn. Managed a double triple triple bunny combo the other day for +6 points a turn using this humble card. Come on.
Also, combo this with fingercuffs to steal an extra bunny.
3. Recycle. Another killer, especially early on. Even removing 2 resources from a player when he gets his first city out is unusually cruel, slows his play and usually stops him playing most decent cards. Like Bunny exchange it's a run card (so you can have 4 of it) and only costs 4 resource to play.
The red deck has uniform city weapons, all of them ranking at level 8. While this is handy at times, having no higher level city weapons means those bigger cities can be hard to shift. I'd be more inclined to rely on feed the bunny and your abundance of stolen bunnies to steal and occupy cities.
Deck B Analysis
The city weapon issue looks set to not be such a factor with the B deck expansion which includes some higher level city weapons.
The card Run For Cover looks like a fun addition, and a late blow to your opponent. At 7 resource, it's a mid game disruption that forces a player to place all his bunnies in to cities. Any that won't fit must be reshuffled into the draw pile. This would be good against Yellow Deck Urban Plaguers who generally aim to steal your cities by filling the bunny circle with their own bunnies and only having a small city of their own to allow them to play the card. Also handy against Red Players like myself who love stealing all your bunnies.
Mating Bunnies will be extra handy in this deck for players who like their Fiver Bonus Bunnies. A mating pair will breed a level 1 bunny from the discard every turn if it's available, meaning you can bring back the ones you lose. Since Fiver Bonus the only one that only requires you to have 2 bonus bunnies, the red deck really does stand to gain the most from including mating bunnies.
It also adds a second Asian city (Karachi, Pakistan) making Vast Asia a more realistic prospect.
Any other unique strengths that the Red deck has that you can think of? Pop it in the comments section.