darklogos wrote:Usually we think theme is for weak players. Theme ican be a strong tool in the right creative minds because it forces the player to think more efficiently then the common meta player.
Don’t expect your theme deck to be the next top deck.
teasel wrote:if the meta changed that fast then there wouldn't be problem like stale meta and waiting for the next set... anyway i made a thread feel free to contribute if you feel like it... i just think that you can only give a limited set of general advice and mostly are already covered quite well
darklogos wrote:When I was playing heroclix there was two types of theme teams. The first is an actual super hero line up of the original comic book cast. The second theme team was a team that consisted of generic keywords to mesh more efficient, non universe untis together. Now while the first team build up could be effective many times it didn't win. The second team built itself around keyword bonuses that applied to certain units and took off their opponents face from there.
Cotillion wrote:Ah I do see where you are coming from and I completely understand why most do not quite view "theme" this way which was that old gamer dude recommended Hesse's Glass Bead Game. I can't really sum it up, but after reading that book I viewed 'theme' differently and the same could be said for everyone I know that ended up reading the book.
Cotillion wrote:For Heroclix, those are the generally accepted terms, yes but then things can always get complicated. For instance I made a "Watchmen" team a long time ago using different characters that didn't have actual 'clix representations whose abilities in game relatively approximated the actual characters (Doc Manhattan was always most difficult). It was a "theme" to me but to a casual observer, especially one who had not read Watchmen since it was way before the movie, it would not have appeared so. Another example is the last Heroclix championship from when I played was won by the player cramcompany using lockjaw and Iron Fist (which was not considered a common team build at all at the time even though lockjaw was commonly played and Iron Fist was always considered good). I instantly saw that build as a 'theme'. The theme involved developing an overall strategy and then using different tactics to accomplish the strategy based on the current situation.
Cotillion wrote:For your examples, yes I agree completely about Return not necessarily being a theme. But this is where truly understanding the difference between strategy and tactics comes in. For one example: Mavel's Return file uses Return as a Theme not just as a tactic. The whole file is built to accomplish this theme in many ways (not just the Return card itself). When I say "Return as a theme" I mean taking that one game mechanic and building a file specifically around that mechanic. Another way to look at it it that Guardian is generally considered Refess' best or at least one of the best single cards. Yet most EM files, the generally accepted top Refess file, do not run Guardian. Why not?
I would phrase the best answer as this:
"Guardian, while being a great individual card, does not contribute to the overall theme an Eternal Morning file" Thus while it certainly can provide tactical advantages in certain situations, since it doesn't really contribute to the files' overall strategy, EM files are usually better off replacing Guardian with other cards that provide different tactical advantages but still contribue to the file's overall theme.
Cotillion wrote:I can try to rephrase all this and add more examples specific to Alteil if you are writing another guide, Ill try to find time. Good job though btw, it was a great read. Hope this doesn't sound like criticism, the whole notion of 'theme' has usually provided interesting conversations in real life ccgs I played.
Peralisc2 wrote:I do sort of view grim spam as a theme. The theme of mindlessly spamming grims. So i do agree, but isnt it better to just call it abuse or spam?
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