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Im humbly going to assume you yourself have not before played any kind of deckbuilding game before in any way shape or form which is cool
(pvp deckbuilders all give players the same starting decks (usually 10 cards draw 5) and they are all the worst cards in the game compared to what you then later can put into your own deck during a match)
And maybe wht your not seeing the benefits of trashing in this game is because you did what I did when I started out and that is that you buy at least one card at the end of every Round (?). You dont need to do this. In fact, its very good to not do it. And if you start trying it out. That in itself or better yet in combination with some trashings you should start to see the desired effect
2. You are onto something with the unload-effect tho also. Thats the next step beyond what I just tried to say. And that is that you can also get a; good on top of good = great, -effect. A kind of effect that there are other forms of in this game. Aka. something thats nice in itself but can really go up in value with the right combo.
Yes, you are right. But is not very common to have more than "two" (let's say) Fremen or Bene Gesserit cards (for example) at the first three rounds, in order to start comboing. Fremen is more easy to do, because is drawable (able to purchase) when in Reveal phase (costing 2 persuasion).
Good remind here... i noted that sometimes we can only thrash from 'hand', other situations from 'hand/in-play', and another from 'hand/in-play/discard'. In this very last case, is better to have all options available for trashing... even because we could get advantage to keep cards in hand and use it's persuasion value for the reveal phase!
No... i played a lot of Hearthstone before (and Wingspan too). Also played Yu-Gi-Oh as a child (PS2 era).
Even though, what i liked at most on Hearthstone was the 'Battlegrounds' mode -- which is more closely to Auto-Battler genre (tactics) than "cards" properly speaking. And it's quite similar to board as well...
Another thing to mention is that in Hearthstone you don't necessary have weak cards at the start, because your hand is given randomly.
I think you are wrong here! If you choose for NOT using your persuasion at reveal phase, all your accumulated persuasion are going to be LOST on the next round! Persuasion value have to be used, even when we are on a disadvantage trade (for example: 3 persuasion to buy a card costing 2, but none of the rest costs 1 to get rid of the difference). That "one" rest will be lost later!
I'd rather lose the persuasion than get a card that isn't valuable or that doesn't work with my strategy. Especially in the last few rounds when I want to keep my deck slim, I won't buy any cards unless I really need them. I've skipped selecting a card even with 7 or 8 persuasion points if there aren't any good ones available.
Let me know if i understood correct what you and @the-tim said...
If i have 8 persuasion (for example) but none of the cards available for purchase are good for me. Then i can simply IGNORE all these 8 persuasion, forcing my deck to keep small, because it will restart into a new deck from the discard pile (like a cicle)?? I never tried this before -- maybe because playing against CPU is better for training... and i almost never play against CPU.
Correct.
Well only Wingspan is kinda considered a deckbuilder out of those you mentioned :)
And isnt really a deckbuilder since it doesnt have the starting parameters as I laid out.
Hearthstone and Yugiohs are Tcg or ccg. Where you build your deck outside of matches. Where deckbuilders took that part that wasnt a game and made it into a game.
And Battlegrounds isnt a deckbuilder either but as you kinda mentioned is an auto-battler that originated from the game/mod auto-chess.
The game you or we should look to compare to are games like: Dominion, Ascension, Space Realm etc.
Where a prime strategy for success is usually to understand that 1-2 cards more in your deck will make you see other cards in your deck less often. Because yes shuffling is a big big part of deckbuilders.
Id say. You dont HAVE to do anything at any time :)
What you are talking about is kinda or entirely related to Sunken Cost Fallacy.
If you pay say 10 dollars/euro/moneys for Hamburger menu package deal with a burger fries big drink etc. and once you have consumed half of that food and half of that soda you do actually feel fully full and satisfied.
The restaurand/fast food joint, will not give you the money back for the food items you have left. But eating what is left, the 50%, wont get you more satisfied then fully satisfied. If you continue eating everything just because you feel you need to because you paid for all of it, your getting tricked by yourself into going beyond your limit. You putting all your focus on what you have not yet done and forgetting and undervalueing what you have done.
If we go back to Dune:Imperium. What did you do that whole round with all your 2-4 turns, before the end-reveal for buying cards? Probably and hopefully something good. And if not, then that should be your focus way more then buying the "best card" into your deck.
And also of you apply the logic or ideology you have that you must always use your persuasion to your fullest. Dont you then also always use all your cards with all your turns before the reveal? Using that last turn to play a yellow card to get 1 spice and thus lose 1 persuasion?
No. none-cpu humans is always the best way to improve your play, especially if you are looking to later be challenged by the difficulty that is pvp.
Maybe if an idea for playing comes at you and feels so out of place with how you have played up until now. Then maybe going against cpu:s lets you get more comftarble with this new idea when there isnt any time pressure etc.
Id say that if the first card you buy into your deck happen to be "shifting alligances" you dont need to buy any more cards for the rest of the match.
Unless you want to say be able to buy a tsmf later in the game. Or you want to do this or you want to do that.
Its very much: if you have a plan for it then go for it.
But if you dont have a plan for it. Then what are you doing?
If you answer to anything in Dune:imperium is -"because" or "because you always do it". Then id say to 99% your going to lose.
One very good reason why I would not buy any of the "bad" cards if I got 7-9 persuasion is because then I leave those ♥♥♥♥ cards for my opponents to make decision on. And the chance that if I buy a card "just-because" I might very well unlock a great or amayzing cards for my opponents.
And I can make that "power-move" for free. If I leave a shop full of 1s and my opponents buys any or most of em Im super-fkn-happy.
Not to mention that later on, you can use a lot of the board-space which gives 3 drawable cards for 2 water, in addition with tech bonus (allowing you to draw even more); making easier to get 'Spice Must Flow' altogether with other earnings... instead of trashing, you can just focus on DRAWING then. Things turns almost the same.
What is really crazy is to ignore persuasion which should be (at least) something you got rewarded by keeping cards in your hand. If you still ignore, not only you don't get new cards, but also those cards that remained in your hand had no purpose at all... can't be rational to me.
Well I dont say that, At all. In fact I even picked out specifically a 3 cost card in one example. Shifting Allegiance.
Most 1-cost cards are kinda useless tho. The 1 cost card seldom make it worth to give them that "one more card in my deck" -spot. Lots of 2 cost cards do tho, asw as 3 and beyond. Cards are usually valued in this game based on how much they can accomplish and still be one card in your deck.
The higher cards usually all work in you deck by themself where as the lower a cards cost they usually dont work on their own.
If you keep buying cards every round just because and it all turns out to be blue. You have locked yourself into a tight spot.
One way to look at it is to make the highest cost card in your deck you mvp. And if you are looking at buying a card that cost less than your mvp, do that card help what your mvp wants to do or does it hinder it? Because a lot of cards are kinda part of a themed idea and if you pick up small part of alot of ideas you can find yourself sitting on a mix of idea crumps that doesnt do anything amayzing for you.
But also. If you constantly win with your own playstyle that you have then by all means keep going for it :)
I am saying, and I feel the other user here is asw that we play it like this/that. That we will assess that getting that card or more cards at certain parts hurt our game/gameplan more then it ails us. And for me that keeps winning me games at Master and below.
You asked what the benefits of trashing are, and people explained it. No one ignores the benefits of persuasion, we just recognize that trashing unwanted cards (and avoiding weak cards later in the game) can be beneficial.
But if you win by keeping 20+ cards in your hands, more power to you. Enjoy those Daggers.
Every time you trash a card of your deck, you improve the odds of seeing every other card. So if you trash the weakest card of your deck, you improved it, because you increased the odds of getting a stronger card.
You can visualize it this way: imagine that you draw a hand and have only one card left in your deck to draw. You can click on it and see it's a very strong card like Jessica. If you had trashed any card in your hand during the previous turn, you would have it in your hand already.
Most of the time, your trashing priority should be Dagger > Dune, desert planet > Reconnaissance > Convincing argument. Some leaders can also consider trashing their ring in midgame once they have enough IR cards, and trashing Diplomacy can also be considered in the endgame in some cases when there's not much to gain through influence anymore.
Regarding deckbuilding, the most important point to keep in mind is that the value of IR cards drops dramatically as the game progress. Past a certain point, you aren't even guaranteed to draw a purchased card even once. Which means that you should focus on deckbuilding during the early stage of the game. Overall, deckbuilding isn't really a strong strategy to pursue most of the time, simply because there's a lot of very decent cards in the 3/4 persuasion cost range which you can often purchase without even really trying.