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In the discussion on the
Deck "Am I Helping?"
by
fivedex
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mailman1
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In the discussion on the
Deck "Test N°1"
by
beccaccino
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mailman1
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First the deck must have at least one Wizard or Witch character, and then 60 other cards. But, you must have lesson cards in play in order to bring the other cards into play. This was a waste of space on the site. You need to read the rules prior to building a deck - hopefully, one that will play. You also need to have less Adventure cards in a deck. I believe eight is way too much . . . try 3 or 4. And finally, you've got to have cards that will do damage to your opponent and their creatures. Rethink, and revise . . . please! |
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In the discussion on the
Deck "Shadow Man Assault of Shadows"
by
darkchaos95
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mailman1
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Your deck is well thought out. I really like the idea of using the Deletion Inevitable cards. However, you might consider a few more BattleChip cards than the six you presently have in the deck (which would only give you a BattleChip in every 10 cards average). You could remove the two Drowning cards possibly. I have no one to play against (so my decks are all unplayed) but I believe your deck is very well constructed. Another card you might consider using would be red card: Impressive Battlers which has a destiny number of 3 and would add 4 to your blast destiny since your NetNavi has a great extra bonus whenever it blasts. Hope you enjoy many hours of great battles! |
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In the discussion on the
Deck "Airman ga Taosenai!"
by
parallelnebulae
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mailman1
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Since your deck seems to concentrate on blasting with your NetNavi, I suggest you consider putting in 4 of the card: "Full of Hot Air" (green card with the AirMan icon) which is a resource that reads: "Spend: Place this card on top of your deck." This will allow you to determine at the least "5" destiny for blasting, since on your next turn when you "power up" you'd know what destiny the right-most card has. Then, if you reduce your blast number for AirMan (reduce the 3 to either 2 or 1) with a card, you would discard fewer cards when blasting and still have +5 to your AirMan's blast. Good job using the one color concept. It should play fairly well as is, but may play better with 4 each "Full of Hot Air" to replace other cards with a lower destiny number. |
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In the discussion on the
Deck "TorchMan Power Up!"
by
goldenwolf21
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mailman1
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You have done a good job by using only two colors for your deck. The BattleChips you used are good - they all have 3 or higher battle destiny except for the Vulcan1 (but it's still a great card). Your event cards are good also - same "great" destiny average. The resource cards are really low destiny numbers. For instance: the 4 Big Trouble have a '1' destiny. True, they reduce your blast number by one. But, that would only let you reveal one card in your power gauge since Torchman's blast number is 2. This would reduce your chances of getting a good blast destiny number, since half your deck has destiny 2 or lower ( one third is destiny "1"). I would remove these cards and put in some cards with the TorchMan icon and higher destiny. You might consider this option, although you did a good job of using cards that did not have high restrictions for playing them (maximum 3 power and none requiring icons other than your TorchMan). It is a well constructed deck (two color only) and will play decently, although it has blast power limited by the average destiny number. It will probably play well against a pre-constructed deck and any of the decks I put together to mirror them (with few SR and UR cards). When you can add the SR and UR cards, the deck does get faster, but most of them have higher requirements to enter play (power gauge, colors of resources, icons). Good job! |
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In the discussion on the
Deck "Megaman: Draw To Victory"
by
megamantcgfan
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mailman1
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Looks great using one color. You have 12 cards with MegaMan NetNavi icons (great) which means you'll be able to get two resources in play with icons (plus your NetNavi's icon) to play your power cards. I think I would use one or two less "Lan" cards (destiny of 1) and put in a couple more Battlechips that either boost the Blast or the Defense, but that would reduce the number of MegaMan icons available in the deck. Since MegaMan has icons in all four colors, you might want to consider a second color with those additional icons - but, that would reduce the probability that you'd be able to get two "green" resources on the field in order to play other power cards. Your average "destiny" is GREAT. If I had enough of the UR cards to copy this deck, I probably would! You have done a great job building it. |
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In the discussion on the
Deck "Bass Deck"
by
thegamer1
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mailman1
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You might consider increasing the number of Bug Charge in the deck. Even though it has to have a red resource in play and two resources in play with the Bass NetNavi's icon (plus three cards in the power gauge) - it does have a destiny number of 5. Of course, you have used quite a few cards that require you to burn a power; so that also has to be taken into consideration if you use more than one Bug Charge. One card in a deck of 60 really does not give you much chance for that "good" card to be drawn. You presently have 8 cards with Bass NetNavi icons, which is good - and you have used BattleChips that only require the two colors that Bass uses for icons (which is outstanding). All in all, it looks as though it would play well. |
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In the discussion on the
Deck "SkullMan: Skeletal Agent"
by
mailman1
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mailman1
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SkullMan has a blast number of 2 on the card (bottom number) which means you must have at least two cards or more in your power gauge to blast. If you choose to blast, you reveal the two "right-most" cards in your power meter and choose which of the two "destiny numbers" (top right corner of the cards) you desire to "add" to your NetNavi's strength (SkullMan is a 2). You can add to this attack thereafter by expending Resource cards or by playing a BattleChip card. There are cards (usually an event card) that you can reduce the blast number of your NetNavi PRIOR to blasting. These reduce your NetNavi's blast number (usually by -1) which means you have to reveal fewer cards from your power gauge for choosing a destiny number. You must always remember that cards you still have to play later may require a number of cards remain in the power gauge, or certain colored resources are on the board, or more than one of the NetNavi's logo are on the board. It is a guessing game of what your opponent may do to respond to each action you take during your turn; as well as being prepared to respond to the opponent's actions during their turn by keeping requirements on board for cards that boost your NetNavi's defense during the opponent's turn. Hope you enjoy the game and that this helps out in understanding the rules. By the way, once you choose your "destiny" number from the cards revealed, all of them are discarded. SkullMan allows you to place one of the resources you have in play into your power gauge. So, if you have a card on the table with a 4 or 5 or 6 destiny, when your SkullMan blasts you may use his ability ("Whenever you blast, you may place your resource in play in your power gauge.") to put that resource into your power gauge in the right-most open position. If the power gauge has 5 cards in it, you would have to discard the card in "Power One" position and then move the other four cards one space to the left in order to place your resource chosen into the gauge. This allows you to KNOW what destiny you will AT LEAST get when you reveal the two cards. Both still will be discarded after you choose your destiny number to add to the Blast Number (unless you were able to reduce the Blast Number prior to blasting, then it would only be the one card discarded - and a destiny that you KNOW it has). |
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Modified on September 27, 2012 07:02 am |
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In the discussion on the
Deck "McGonagall's Quidditch Team"
by
sjbnorge
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mailman1
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Wow! I never considered that one of the Hogwarts teachers could be a starting character. I am going to have to look those cards over again to see if I come up with any new ideas. I apologize for not realizing that there was a built in Transfiguration icon with McGonigle. Great job. |
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In the discussion on the
Deck "Mega Deck"
by
kdwc1222
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mailman1
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First, the deck must contain 60 cards, only ONE of which is the NetNavi. Each NetNavi except for MegaMan has only two colors. You need to rework your deck. Check out the pre-constructed decks available to see how the pros put together playable decks, or check out other persons decks on this site. You also should be careful to use as many of the resources that have the symbol of the NetNavi you use on them. Some of the battle cards have color restrictions and other needed (NetNavi symbol) requirements other than the power guage requirement in order to play them. It is an enjoyable game, fast and sweet - but it takes a bit of doing to build a good deck. Hope you enjoy the game. | |
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In the discussion on the
Deck "river"
by
xxlakexx
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mailman1
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First thing to do is read the rules. The deck must consist of 60 cards, one of them being a NetNavi card. Each NetNavi with the exception of MegaMan has two primary colors that have the "icon" for that NetNavi, other than one Battlechip with the icon. You should use as many of the cards with icons as possible in your deck. I see that you list having a Dark Admonition and three of the MegaMan Power Up tournament cards (1T6). It's hard to believe that you have them and not know how to build a deck. I would be willing to trade for the Dark Admonition card if you are still in possession of it. Look over the decks I have submitted to get an idea how to build a deck, or purchase some of the pre-constructed decks. I do hope that you will enjoy the game. Building decks, however, is a little more involved than just throwing together 60 cards. Contact me if you are still playing the game and need advice about the deck building. |
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In the discussion on the
Deck "Hermione's transfiguration"
by
luanamoon
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mailman1
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The HP deck must have 60 cards plus a main character for a total of 61 cards. Your deck is sound, has the correct ratio of lesson cards (1/3 of the deck), and should play well once you add the missing card. I hope you are still playing the game and plan to build and submit more decks. | |
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In the discussion on the
Deck "Triple Attack Deck"
by
mailman1
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mailman1
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Remember, you only need one lesson card of the type that is on the card you want to play. Since this card will normally be played quite late in the game (10 cast cost), you should hopefully have at least one "Transfiguration" card in play by that time. | |
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In the discussion on the
Deck "High Risk Quidditch"
by
luanamoon
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mailman1
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I wonder if you are still playing the HP game, since it has been a very long time since mathman1550 made great comment on how to correct your deck. I wonder why you haven't been back to fix it on the site, since there might be someone else who plays the game that might want to copy it so they have a nice deck to play with. It is basically a sound deck with two cards missing and two cards that are NOT regulation quantity that need to be replaced. Just take out the one Smash! and the one Swarm! card and replace them with an additional copy of other spell cards that you only have 3 of in the deck. Having too many of a card does not substantiate your claim to have never lost a game, since the deck is not regulation (you must obey the rules). I hope you are still playing the game and will soon make correction to your "decent" deck. |
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In the discussion on the
Deck "the joking brothers"
by
ledian
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mailman1
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Your deck looks pretty good. You have enough of each of the three colors of lesson cards to make this playable. You have a bunch of different cards used, but it really may be okay. I normally try to use a few cards in multiples so it is easier to play (less memory needed / less reading of the cards during play to "recall" what the cards do). You probably will build quite a few more "decent" decks, since you seem to know the general rule of 1/3 of the deck being the lesson cards. I do hope you enjoy building them and playing the game with friends and family. |
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In the discussion on the
Deck "Simple Draco Deck"
by
sjbnorge
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mailman1
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Since you only have two "Transfiguration" lesson cards amoung the 15 total lesson cards (in a 61 card deck), you may not get any of your predominantly red spell cards into play since your chances of getting out a "transfiguration" lesson card are 1 in 30. The general rule for deck building is that you want apporximately 1/3 of your deck to be lesson cards. For your deck you need to reduce the number of "Care of Magical Creatures" cards to 10 and increase the number of "Transfiguration" lesson cards to 10. Then reduce the number of creature cards or spell cards until you have a deck of 61. The person who rated the deck as a 3.0 should have noticed that the deck would not play well without more "Transfiguration" lesson cards, since the spells are mainly based on that type of lesson card. I reserve rating a deck that is in need of corrective action until AFTER the person has had a chance to correct the deck and readjust it on the site. Once you have made the changes I will return to make the rating. Good luck in deck building and playing the game. I have a bunch of HP decks that I created for "fun" game play which you might want to look over or copy to play with friends (if you do indeed play the game). |
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In the discussion on the
Deck "Vicious Creatures"
by
mblanko7776
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mailman1
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I can't understand how someone could rate the deck as a 3.0 since there is no main character (witch or wizard). McGonigle is a game enhancer, not a main character. To comment on the good part, at least you have the correct number of cards and used a quantity of lesson cards that would make the deck playable. You need to add a main character card (good or bad) and then try the deck out. I hope you enjoy building more decks and playing the game. The "fun" decks that I submitted are fairly easy to copy since there are relatively few rare cards used. You could look them over to get some ideas, if you are interested in playing the game with friends. They are "themed" decks intended to be playable, but not tournament powerful - just "FUN". Good luck. | |
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In the discussion on the
Deck "Dominating Dragons"
by
ausgamer
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mailman1
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The Harry Potter game is great, but has certain rules that must be followed in order to play a good game. You should use a rule of thumb of one third of a deck being lesson cards. You have twenty eight in your deck, which is a bit high - but understandable, since you only have the dragons as creature cards. You need to replace the eight extra lesson cards with some lower cost to play creature cards. These would be used to block or destroy your opponents creatures (if they are playing a creature deck) or deal damage to the opponent. A deck should contain a balance of low cost to enter cards and higher cost to enter cards, plus the destiny number is important. If you have any of the Chamber of Secrets pre-constructed decks you can see how the experts put together a fairly nice deck, although it is not extremely powerful. You also might want to put in a couple more locations cards or discovery cards. I built a bunch of "Theme" decks for fun which you might want to look over to get some ideas. Since I have no one that is interested in gaming with me, it is hard to tell how well the decks would play; so I hope that the decks are at least as good as the pre-constructed decks. I hope you will enjoy playing the game. It is fairly simple to learn and for anyone who loves the Harry Potter books and movies, it is a great way to enjoy some additional fun. Best of luck in future endeavors at deck building. |
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In the discussion on the
Deck "TorchMan"
by
fortekane
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mailman1
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I have a couple concerns about your card choices. As you know, some cards require certain requirements be met by the four resource cards that you have on the battlefield. Your Fire Factory cards require that there are three TorchMan icon cards on the battlefield in order to play that card. The Incredible Spped card requires FOUR red resources be on the battlefield in order to play that card. You might consider using additional Heat Shot cards in your battlechips, since they do contain the TorchMan icon. Your icon cards have 7 that are blue, 2 that are battlechips, and only 5 that are red. It may be difficult to get the three icon cards you need among the four resource cards you are allowed on the battlefield at any one time. If you need to use a blue card to meet this requirement, it would have to be spent and replaced with a red resource card in order to then play the Incredible Speed card. You may already be aware of that, but your play speed would be slowed. Also, quite a few of the cards you chose have low destiny numbers, which brings your destiny average down quite a bit. This can lose you blasting battles, but sometimes the low destiny cards are quite powerful. There possibly may be some better red cards that you can replace the blue resource cards (without the TorchMan icons - keep those) that might allow playing the Incredible Speed card much easier. Your choices. Your deck is built okay. These are just some suggestions that may improve it a bit - but you are the one who plays it and knows whether or not it works. I hope you enjoy the game. |
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In the discussion on the
Deck "yami master"
by
yamicem
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mailman1
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First thing you must do is - read the rule book, which will inform you that a deck must consists of 60 cards. But, building a deck is not just throwing together neat cards - since many of the cards have requirements that must be met in order to play them. Here are a few things to watch: Every NetNavi has two colors that are specific to that NetNavi, except for the MegaMan NetNavi's (which you can use all four color for if you have all three expansions). So, most decks will be composed of only two colors. Every card has a "destiny number" in the upper right corner. These are important when blasting an opponent with your NetNavi. Choose cards carefully to attain the highest possible destiny number average. Some really powerful cards often have very low destiny numbers, so you must decide which is better. Some cards have requirements in order to play them. Requirements consists of these factors: 1. Power gauge requirement - number of bars shown on the card. 2. Color requirements for resources in play area - indicated by the small triangles shown on the center bar of the cards. 3. Icon requirements - found on cards that are specific to the NetNavi that you are using. The number of icons shown on the center bar of the card must match the icons of cards you have in your four resources allowed on the battlefield at any time. So, you have work to do in order to complete a playable deck. You need to determine whether or not you want to use three colors (check your Battlechips). Secondly, your MiniBoomers require a NumberMan icon be on the battlefield amoung your played resources BEFORE you can play a Miniboomer card (plus the colors of those resource cards must match the small triangles in the quantities shown). Also, your one UR card (event) requires three MegaMan icons to play, and you have no cards with any MegaMan icons. It can be a really fun game to play, but building a deck is a bit more than throwing together some cards. |
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In the discussion on the
In the discussion on the


