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This post is specifically about those upgrades and supports that read "Max 1 Per player" where the purpose of running duplicates is more about seeing your important cards sooner with the caveat the you'll have a dead draw later in the game.
This is how pretty much every Pre-con deck comes, and it was the general strategy in the early days of the game when the card pool was smaller, and how early Pre-con decks largely expected you to play in multiplayer where you could play these cards for teammates as well. But as more decent upgrades and supports have come out people realize they can run multiple cards that will scale their power and will just continue to compound on each other, so filling your deck with one off copies of multiple upgrades and supports became the norm.
The first time I've seen a major deviance from this method was with Honed Technique. It's become fairly popular for Aggression decks leaning into this card to run at least two copies. The power level of Honed Technique plays a huge part to this, but it also possessing the resource needed to proc the ability for a copy in play I think helps a bit in this case as well, and to fulfill its own requirement cost.
So, are there any other cards or specific decks that people run multiple Max 1 cards? I feel like Solo League and other competitive settings might lean into this idea more.
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