Lexandre;n7217030 said:
if you dont think that going second is a significant advantage then why dont you try to play scoia'tael while making yourself go first every round, all those ST players who use their faction passive to make the opponent go first after the round their opponent lost must have no clue what they are doing right?
Slow down there, buddy. I think you're confused. Making your opponent go first an
extra time that they wouldn't otherwise go first is obviously an advantage. That's the whole point of the scoia'tael faction ability. But that's completely different than who goes first to start the game. Normally, the turns will alternate in a balanced way. The Scoia'tael ability allows you to nudge the turn order to gain a slight advantage.
Also, the scoia'tael ability is one-use only, so it's not possible to make myself "go first every round."
Lexandre;n7217030 said:
you have lots of misconception here
your ideas with trebs, foglets and reavers come from assuming that the player who started second will pass first since there is no other way to get advantage from playing them first, well here's news: if the player who starts second passes first that literally gives them 1 card advantage, no trebs, foglets or reavers can make up for that since being 1 card ahead on the last round easily decides the match and all your trebs foglets and reavers will gather dust on the graveyard
I have Ciri and decoy and start first, my opponent also has Ciri and decoy, now what? Ciri is an entirely different level of design flaw which i dont want to elaborate here, she deserves an entirely separate topic so lets just settle on the fact that both opponents have the same cards that generate card advantage and that puts us back at the point where the player who goes first is in a disadvantage but on top of that he also MUST win round 1 because otherwise player who goes second will take advantage of their Ciri and the first player's Ciri becomes a deadweight card
Not quite sure where to even start with this one...
Ok, first-off if we're talking about Monsters, that card will potentially stay on the board for the next round. So it's not "gather[ing] dust [in] the graveyard". Most factions can also do things to utilize cards in the graveyard.
Second of all, to your concern that "that literally gives them 1 card advantage," they're also down 1:0 (see another recent post I made in this thread). And you can easily out-maneuver them to regain the card advantage--if you even care to do so. There are a bunch of threads on this very forum that talk about GG and the etiquette for what to do when you have cards left, but know you can't win. Why? Because that's a situation that happens to people all the time! "Being 1 card ahead on the last round" does
not "easily decid[e] the match." If I'm up by 25 points in round 3, completely out of cards, and you have a card in your hand that can net you 20 points... well, good luck with that. And even then, you're assuming that they retained their card advantage through round 2 and into round 3, which is not a given at all.
Finally, in your example with Ciri I think you miscounted. Let's count this out together:
1) I play Ciri. -1 card for me.
2) You play Ciri. -1 card for you.
3) I pass. no change in card count.
4) You play a card to win the round. -1 card for you. +1 card for me (because of Ciri's effect).
The result, you win the round, but must now go first, and I am up by
2 cards, even though I started the game.
Or, if you also pass, and we tie, then you haven't gained anything, and we go into round 2 with the same number of cards and wins. Except that now you have to start round 2 instead of me.
Also, you can't use Decoy on Ciri (and wouldn't want to anyway), so I'm not really sure why Decoy is relevant there...
For your own future reference, though, the main point of a Decoy is to be able to use a card's effect again, and/or move a card to a different row or side of the field. You have to play the Decoy card--it's not a free, extra card. The way that Decoy can be used to get a card advantage is if you use it to re-play a card whose effect then gives you a card advantage, or if you play the decoy from your deck (for example, with an elven mercenary).