Hello guys.
I want to start a new type of posts, and i decided to re-use this thread instead of creating a new one.
They will be short posts (hopefully), without any schedule or defined frequency (i might post two on a single day, or none in a whole week).
The topic is my personal playstyle, deckbuilding style and preferences, but im not doing this to talk about myself or imply my way is the best way. I will share the reasoning behind those choices and OPEN THEM UP FOR DEBATE, so these posts will either be helpful to readers or lead to constructive discussions on the subject.
MY GWENT STYLE
(I had planned to do these posts for quite awhile, and one of the first topics is no longer relevant, so i will discard it, unless someone asks for it. It was about 'Sunset Wanderers', and why i never really used it much on my decks)
For the 1st of these posts... Lock units.
If you've seen the decks i post on 'Deck of the Day', you might have noticed i almost always include at least one lock unit.
This is not something new for me, i already did this when most faction locks were 5pt bodies costing 7 provisions (and they were rarely seen), so when they were recently buffed to 6pt bodies and 6 provisions, of course i was gonna use them even more.
I know some people hate locks completely, but in my opinion they are a healthier form of control - unlike removal, it allows the opponent to counteract and purify the lock. Of course there's also extreme cases: when one player is NG and runs 4-7 locks, and just locks everything the other player plays, which happen to be engines, it sucks for that 2nd player. I've been in both ends of that case, and i can say its not a healthy match.
Why do i like to use at least 1 lock?
Simply because it works! Its a good counter, usually cheaper than others, and unlike removal, you wont be caught offguard because the opponent boosted your target outside of your reach and now you cant counter it.
Also, for every time i didnt get value from a lock, there's 10 times i wish i had even more locks - even though the meta is more midrangey than in the past, its still very easy to find good targets to lock against all factions.
I should also point out nowadays there's veil, which makes locks lose that 'good against everything' feel (*cof cof Heatwave *cof) i thought they had before. Units like Melusine, Francesca or even the humble bronze Whisperer of Dol Blathanna, they can be problematic for a locks fan, you need to rely on other counter or just let them go unanswered. But these veiled units fortunately arent prevalent enough to make locks obsolete, so at least for me i will still use them.
I want to start a new type of posts, and i decided to re-use this thread instead of creating a new one.
They will be short posts (hopefully), without any schedule or defined frequency (i might post two on a single day, or none in a whole week).
The topic is my personal playstyle, deckbuilding style and preferences, but im not doing this to talk about myself or imply my way is the best way. I will share the reasoning behind those choices and OPEN THEM UP FOR DEBATE, so these posts will either be helpful to readers or lead to constructive discussions on the subject.
(I had planned to do these posts for quite awhile, and one of the first topics is no longer relevant, so i will discard it, unless someone asks for it. It was about 'Sunset Wanderers', and why i never really used it much on my decks)
For the 1st of these posts... Lock units.
If you've seen the decks i post on 'Deck of the Day', you might have noticed i almost always include at least one lock unit.
This is not something new for me, i already did this when most faction locks were 5pt bodies costing 7 provisions (and they were rarely seen), so when they were recently buffed to 6pt bodies and 6 provisions, of course i was gonna use them even more.
I know some people hate locks completely, but in my opinion they are a healthier form of control - unlike removal, it allows the opponent to counteract and purify the lock. Of course there's also extreme cases: when one player is NG and runs 4-7 locks, and just locks everything the other player plays, which happen to be engines, it sucks for that 2nd player. I've been in both ends of that case, and i can say its not a healthy match.
Why do i like to use at least 1 lock?
Simply because it works! Its a good counter, usually cheaper than others, and unlike removal, you wont be caught offguard because the opponent boosted your target outside of your reach and now you cant counter it.
Also, for every time i didnt get value from a lock, there's 10 times i wish i had even more locks - even though the meta is more midrangey than in the past, its still very easy to find good targets to lock against all factions.
I should also point out nowadays there's veil, which makes locks lose that 'good against everything' feel (*cof cof Heatwave *cof) i thought they had before. Units like Melusine, Francesca or even the humble bronze Whisperer of Dol Blathanna, they can be problematic for a locks fan, you need to rely on other counter or just let them go unanswered. But these veiled units fortunately arent prevalent enough to make locks obsolete, so at least for me i will still use them.