{"id":5579,"date":"2024-10-15T06:30:14","date_gmt":"2024-10-15T10:30:14","guid":{"rendered":"https:\/\/fabrec.gg\/articles\/?p=5579"},"modified":"2024-10-14T10:55:41","modified_gmt":"2024-10-14T14:55:41","slug":"the-price-of-power-balancing-consistency-and-strength","status":"publish","type":"post","link":"https:\/\/fabrec.gg\/articles\/the-price-of-power-balancing-consistency-and-strength\/","title":{"rendered":"The Price of Power? Balancing Consistency and Strength!"},"content":{"rendered":"<p><span style=\"font-weight: 400;\">I&#8217;ve never been much of a deck builder. I&#8217;ve tweaked decks that others have placed into my hands, and I find my strength lies in my play or deck choice over innovative deckbuilding. <\/span><span style=\"font-weight: 400;\">However, I have been perusing and building many more decks than I had in my previous years in <em>Flesh and Blood<\/em>, due to Worlds:Osaka preparation and been playing <em>Arkham Horror: The Card Game<\/em> in my off time.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">As <em>Flesh and Blood<\/em> approaches its 5th Anniversary, the card pool for each hero has expanded tremendously. This provides more space for unique game plans and options in deckbuilding, thus demanding more level-ups to stay on the edge of deck technology.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">This leads me to something I&#8217;ve been weighing when building my decks: how do I keep the deck running smoothly, while being maximally powerful?<\/span><\/p>\n<h2>Clunk vs Smoothness<\/h2>\n<p><span style=\"font-weight: 400;\">Many cards in <em>Flesh and Blood<\/em> are designed to be more powerful, but at a drawback. The cards with lesser drawbacks tend to be more consistent, but significantly less powerful. This leads to finding a mix of both powerful cards and a level of consistency to have a deck run smoothly, and have enough power to compete. So, what consistutes a clunky card?<\/span><\/p>\n<h3>Pitching for One<\/h3>\n<p><span style=\"font-weight: 400;\">The first thing that makes a card clunkier is one of the core balancing factors of cards in <em>Flesh and Blood<\/em>, pitch value. Each deck needs a certain number of pitch cards to function (or a full commit to a no-pitch strategy). By pitching for one, it forces you to utilize the card, either by using the card, arsenalling the card, or using the card to block. Cards that are clunky by other measures get away with it by pitching for three, and are usable as a resource card. It also limits your pitch stacking options, as non-red power cards can be lined up easily in the second cycle, whereby pitching reds often is quite inefficient to make work, losing further tempo in the first cycle. For example, which of the following cards are the most clunky?<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Mordred Tide\"><\/div><div class=\"edhrecp__card-container\" name=\"Bloodrush Bellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Tear Asunder\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">This, however, isn&#8217;t a problem, rather more of a factor to consider when building a deck. A deck with few reds rarely has enough power to compete. Thus, this is more so a boon for powerful cards that pitch for yellow or blue, that permit them to be more flexible when it&#8217;s not the right conditions for them to be used.<\/span><\/p>\n<h3>Poor Blocking<\/h3>\n<p><span style=\"font-weight: 400;\">This leads to the second factor: poor blocking potential. As previously mentioned, if the card can&#8217;t be pitched, it has to be utilized in other ways. Blocking is a method for cards to retain their value when they otherwise can&#8217;t be used, either due to disruption from your opponent or from their hand not lining up. Cards that block poorly suffer in this regard, as decks with poor blocking suffer especially poorly when forced to play from behind.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Fry red\"><\/div><div class=\"edhrecp__card-container\" name=\"Wild Ride red\"><\/div><div class=\"edhrecp__card-container\" name=\"Genesis\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">One example of this is the popular <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Aurora, Shooting Star\"href=\"#\" target=\"_blank\">Aurora, Shooting Star<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> combo deck, which leverages numerous cards that block poorly, alongside sacrificing armor for power pieces, hoping to enact their linear game plan. The cost, however, is the deck performs quite poorly when falling behind and forced to block, with limited armor options and blocks from hand.<\/span><\/p>\n<h3>Conditional Usage<\/h3>\n<p><span style=\"font-weight: 400;\">Lastly, powerful cards occasionally have requisites in order to be used to their full potential. This might cause cards to clunk if the conditions aren&#8217;t met, either by your hand or the game plan of the deck having gone awry. The cost of the powerful potential of these cards is often paid by the quality of other cards in the deck, aiming to enable these cards to take over the game.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Bramble Spark red\"><\/div><div class=\"edhrecp__card-container\" name=\"Plow Under\"><\/div><div class=\"edhrecp__card-container\" name=\"Felling of the Crown\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">One example is the Decompose cards. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Felling of the Crown\"href=\"#\" target=\"_blank\">Felling of the Crown<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Plow Under\"href=\"#\" target=\"_blank\">Plow Under<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> are immensely powerful cards, however they require a deck to be built around them, using other Earth and Decompose cards which tend to be less powerful than other cards in order to enable these haymakers. However, when the price is paid, the power of these cards is well worth it, and they&#8217;re some of the most powerful tools the Earth heroes have access to.\u00a0<\/span><\/p>\n<h3>Consuming the Action Point<\/h3>\n<p><span style=\"font-weight: 400;\">Go again is one of the most ubiquitous key words in any card game, and the lack thereof on a card is a hefty cost. Go again enables large hands to be played, chaining several cards in a turn. However, cards without go again are either the only play of the turn, or the ending play after a bunch of other go again cards. Aggressive decks that aim to use all the cards in their hands have to be wary of including cards that lack go again in their decks, lest too many of them plague your hand and brick up your turn.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Shimmers of Silver\"><\/div><div class=\"edhrecp__card-container\" name=\"Take the Tempo\"><\/div><div class=\"edhrecp__card-container\" name=\"Snatch red\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">One example are the zero-cost blue Illusionist auras <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Shimmers of Silver\"href=\"#\" target=\"_blank\">Shimmers of Silver<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Haze Bending\"href=\"#\" target=\"_blank\">Haze Bending<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. These cards block poorly and consume the action point, thus often being the last card an <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enigma, Ledger of Ancestry\"href=\"#\" target=\"_blank\">Enigma, Ledger of Ancestry<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> would play. Strong Enigma players have to navigate their turns cleanly to weave together defense and aggression with cards that do not consume the action point to end their turn with these auras to maintain the pressure against her opponents.\u00a0<\/span><\/p>\n<p>Another example is deckbuilding for the Ninjas, such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Fai, Rising Rebellion\"href=\"#\" target=\"_blank\">Fai, Rising Rebellion<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. A vast majority of their decks are designed to chain go again, and careful consideration has to be made to which finishers to include in the deck, lest it becomes too clunky. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Salt the Wound\"href=\"#\" target=\"_blank\">Salt the Wound<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>? <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Snatch red\"href=\"#\" target=\"_blank\">Snatch<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>? <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Lava Burst\"href=\"#\" target=\"_blank\">Lava Burst<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>?<\/p>\n<h3>Doesn&#8217;t Fit Deck Ratios<\/h3>\n<p><span style=\"font-weight: 400;\">Lastly, cards enable other cards in a well built deck. Any cards that stick out and don&#8217;t aid other cards in the deck can be a heavy cost as they may cause other cards to become inconsistent and cause a deck to misfunction.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Sonata Arcanix\"><\/div><div class=\"edhrecp__card-container\" name=\"Tome of the Arknight\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\"><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Viserai, Rune Blood\"href=\"#\" target=\"_blank\">Viserai, Rune Blood<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and his ratios are the prime example. Numerous cards in Viserai promote maintaining a 50\/50 ratio for non-attack and attack action cards to maximize the power of cards such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Tome of the Arknight\"href=\"#\" target=\"_blank\">Tome of the Arknight<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Sonata Arcanix\"href=\"#\" target=\"_blank\">Sonata Arcanix<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and keeping Viserai&#8217;s hands active. Thus, by adding defense reactions into the deck, even Runeblade&#8217;s powerful options such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Haunting Rendition\"href=\"#\" target=\"_blank\">Haunting Rendition<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Reduce to Runechant red\"href=\"#\" target=\"_blank\">Reduce to Runechant<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> cause these ratios to become significantly less consistent. Hence, when considering sideboarding in defense reactions, this loss of consistency has to be kept in mind.<\/span><\/p>\n<h3>How Much Clunk Can a Deck Afford?<\/h3>\n<p><span style=\"font-weight: 400;\">So how much clunk can a deck afford? Sacrificing these power cards altogether is a non-option, thus these cards must be kept in mind when working with one another. A good salad of enablers make a main course of haymakers all the more effective. It depends largely on the game plan of your deck, as well as the requisites of your payoffs.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Flexible decks which weave between offense and defense can utilize more clunky cards as they navigate their turns to generate value by throwing power card after power card when their conditions line up. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Enigma, Ledger of Ancestry\"href=\"#\" target=\"_blank\">Enigma, Ledger of Ancestry<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is one example of these type of decks, where her entire game plan is to enable her best cards such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Manifestation of Miragai\"href=\"#\" target=\"_blank\">Manifestation of Miragai<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Phantasmaclasm\"href=\"#\" target=\"_blank\">Phantasmaclasm<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Miraging Metamorph\"href=\"#\" target=\"_blank\">Miraging Metamorph<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> to bury an opponent under value. It also helps that Enigma&#8217;s natural game plan presents a powerful defense as she assaults her opponent.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Manifestation of Miragai\"><\/div><div class=\"edhrecp__card-container\" name=\"Phantasmaclasm\"><\/div><div class=\"edhrecp__card-container\" name=\"Miraging Metamorph\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">Decks that have a lesser requirement to function can also afford more powerful cards. <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Kayo, Armed and Dangerous\"href=\"#\" target=\"_blank\">Kayo, Armed and Dangerous<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is one example, merely asking for his deck to hold a wealth of six-powers, made easier by his passive hero effect. Thus, due to the ease of achieving his ratios, this leads to Kayo affording several powerful cards that don&#8217;t fit the deck&#8217;s requirements to push the power of his deck. Such examples are <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Cast Bones\"href=\"#\" target=\"_blank\">Cast Bones<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> or <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Bloodrush Bellow\"href=\"#\" target=\"_blank\">Bloodrush Bellow<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>.\u00a0<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Bloodrush Bellow\"><\/div><div class=\"edhrecp__card-container\" name=\"Cast Bones\"><\/div><div class=\"edhrecp__card-container\" name=\"Reckless Swing\"><\/div><\/div>\n<p>Battling aggressive, high pressure decks also presses the need for more consistency over strength. These decks don&#8217;t give you much time to line up powerful cards, often asking for blocks to hamper their attacks, and needing to enact your game plan quickly and efficiently to alleviate pressure. Against defensive decks, you&#8217;re afforded more time to assemble clunkier, but powerful combos to overwhelm them.\u00a0 This change is something that can be afforded in sideboarding. For example, I run minimal payoffs (cutting <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Maximum Velocity\"href=\"#\" target=\"_blank\">Maximum Velocity<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>) in my <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Dash I\/O\"href=\"#\" target=\"_blank\">Dash I\/O<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> deck in aggressive mirrors, as the excessive power is not needed in order to successfully race aggressive opponents.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Out Pace red\"><\/div><div class=\"edhrecp__card-container\" name=\"Boom Grenade red\"><\/div><div class=\"edhrecp__card-container\" name=\"Maximum Velocity\"><\/div><\/div>\n<p>Carefully tweaking these decks, feeling out how each hand plays out and which cards tend to get &#8220;stuck&#8221; is a good measure of which cards are worth cutting in favor of smoothness, either via adding more cards that enable these powerful payoffs, or trimming the number of payoffs in your deck. It&#8217;s always fun to use the fun flashy cards, but it&#8217;s usually better to include more copies of the tireless ratio cards working in the background to help your payoffs shine.<\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Hundred Winds red\"><\/div><div class=\"edhrecp__card-container\" name=\"Autumn&#8217;s Touch blue\"><\/div><div class=\"edhrecp__card-container\" name=\"Sigil of Lightning\"><\/div><\/div>\n<h2>Case Study: Dash I\/O<\/h2>\n<p><span style=\"font-weight: 400;\">One example I can think of is planning a deck for <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Dash I\/O\"href=\"#\" target=\"_blank\">Dash I\/O<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>. Dash I\/O is a deck that aims to utilize her hero power to cheat on <em>Flesh and Blood<\/em>&#8216;s intellect system, playing with five intellect over four when casting items such as <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Boom Grenade red\"href=\"#\" target=\"_blank\">Boom Grenade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Teklo Core\"href=\"#\" target=\"_blank\">Teklo Core<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> off the top of her deck. However, she bears the weakness of needing to include these powerful items in their deck, which don&#8217;t block at all, and require other attacks to enable. Thus this involves a careful balance of how many Items to include in the deck without hampering her consistency.<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Dash I\/O\"><\/div><div class=\"edhrecp__card-container\" name=\"Boom Grenade red\"><\/div><div class=\"edhrecp__card-container\" name=\"Zero to Sixty red\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\">On top of this deckbuilding requirement, Dash I\/O has a critical weakness by which she often fatigues her own deck very quickly, using boost cards to extend her hand to dig for Items off the top of her deck. This leads to Dash I\/O needing to overcome decks that attempt to block her out, thus needing clunky, powerful cards to go over the top and overcome a deck that blocks.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ratchet Up red\"href=\"#\" target=\"_blank\">Ratchet Up<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Maximum Velocity\"href=\"#\" target=\"_blank\">Maximum Velocity<\/a><span class=\"edhrecp__link-image\"><\/span><\/span>, and <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"System Reset\"href=\"#\" target=\"_blank\">System Reset<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> are three potential payoffs for Dash I\/O that illustrate my point for deckbuilding with clunkiness in mind. None of these cards perform well with one another. Ratchet Up and Maximum Velocity both lack go again, and are likely the ending attack of a long boost chain.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Among the three, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Ratchet Up red\"href=\"#\" target=\"_blank\">Ratchet Up<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is the least clunky. Its purpose in the Dash I\/O deck is to connect <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Boom Grenade red\"href=\"#\" target=\"_blank\">Boom Grenade<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> on hits, and get through an opponent committed to blocking via reducing their block value. The card is relatively cheap and flexible for a payoff, being able to Galvanize in a pinch when trying to weather an assault.\u00a0<\/span><\/p>\n<div class=\"edhrecp__cards\"><div class=\"edhrecp__card-container\" name=\"Ratchet Up red\"><\/div><div class=\"edhrecp__card-container\" name=\"Maximum Velocity\"><\/div><div class=\"edhrecp__card-container\" name=\"System Reset\"><\/div><\/div>\n<p><span style=\"font-weight: 400;\"><span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"Maximum Velocity\"href=\"#\" target=\"_blank\">Maximum Velocity<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is an especially powerful, yet costly card. It deals significantly more damage than Ratchet Up, forcing Boom Grenade hits through pure power, however it requires the precondition of having boosted thrice in one turn, and costing two. This severely restricts what cards a Dash I\/O deck can include, as needing a hand to line up perfectly for Maximum Velocity to be castable. However, its power is unparalleled and might be worth building for.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Lastly, <span class=\"edhrecp__link\"><a class=\"edhrecp__link-a\" content=\"System Reset\"href=\"#\" target=\"_blank\">System Reset<\/a><span class=\"edhrecp__link-image\"><\/span><\/span> is clunky as it doesn&#8217;t aid in Dash I\/O&#8217;s game plan, and its power comes into use when preserving Dash I\/O&#8217;s powerful Items for more turns to keep the pressure going against an opponent trying to wait out her attacks. Pitching for two gives this card some level of flexibility, however its specific use case might hamper the usability of System Reset.<\/span><\/p>\n<h2>Conclusion<\/h2>\n<p>I hope this article aids your deckbuilding ventures while preparing your decks for your upcoming events!\u00a0 Having played <em>Flesh and Blood<\/em> for so long, the widening deck pool presents new puzzles each set that give you a wealth of choices to try out to tweak out a perfect deck to find an edge against your opponents.<\/p>\n<p>I will be travelling to Worlds: Osaka, do feel free to say hi if you&#8217;re there.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve never been much of a deck builder. I&#8217;ve tweaked decks that others have placed into my hands, and I find my strength lies in my play or deck choice over innovative deckbuilding. However, I have been perusing and building many more decks than I had in my previous years in Flesh and Blood, due [&hellip;]<\/p>\n","protected":false},"author":16,"featured_media":5608,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[4,8],"tags":[247,35,36,246,108],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v21.3 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>The Price of Power? 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