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Messages - Niki Heber

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Professional Wrestling Discussion / Re: The love of Wrestling.
« on: January 06, 2015, 08:16:37 PM »
In the early 90's I used to watch wrestling at my grandma's house when we visited. I didn't watch for a very long time until 1998. I remember I started watching right after Wrestlemania that year, my first ppv I saw was Highway to Hell that year (a bootleg VHS, mind you).

I watched week after week, switching channels between WCW and WWF but after a while, it became more of a social event where our little group would get together all the time to watch wrestling (between VHS copies of Old PPV's, Tapes of ECW Events, the rare live PPV that we were willing to pay for, etc.)

When I went to college (2001-2005), we had a little group that got together every monday to watch in our room with a damn tiny TV. Here, I got into Ring of Honor and Japanese wrestling.

At the beginning, it was the quality of the programming, the fun stories, the characters. Later, I watched wrestling because of the social aspect of getting together with a group.

General Discussion: Raw Deal / Re: Summerslam + Skirt vs Skirt Match
« on: November 29, 2014, 08:58:41 PM »
you can't play skirt vs. skirt match in that scenario since summerslam specifically says 'play'. You still have to obey the rules for playing skirt vs. skirt match: your opponent must be female.

On the other hand, you can use The non-Throwback Raw Roullette wheel to put Skirt Vs. Skirt match on top of it regardless of superstar gender, which will allow a female superstar to use S vs. S match against a Male superstar. This can happen since the old Raw Roulette doesn't use the word 'Play' and instead uses the term 'put' (You're just putting the card in play, regardless of other cards/text that will disallow it).

Rules Forum / Re: There Is No "I" in Team questions
« on: November 29, 2014, 04:01:10 PM »
I don't think that is the intent.

The terminology of "Your Faction's Reversal" is referring to the need to have a faction card out and that faction's reversal card can take the text. It's not asking for YOUR faction reversals, it's asking for your Faction's reversals. Possessive of the faction, not you specifically. You have to have a faction in your deck to prove that you have the faction card that the reversal belongs to.

Also, you can't pack more than one faction while packing that specific allegiance.

General Discussion: Raw Deal / Re: If Raw Deal made a comeback....
« on: November 15, 2014, 08:55:25 PM »
I think a big thing that people don't talk about in these threads is "would the WWE even want to license this" People talk like it's just a fee they pay to a company to use their names, pictures and Intellectual Property (IP). It's so much more than that. The WWE needs to feel like it's a worthwhile investment. Raw Deal Is not, in any way shape or form, a worthwhile investment. To anyone with business sense, the product DIED 8 years ago. DEAD. NO NECRO. Not to mention that the CCG Market has been in a steady decline (unless your name starts with Magic, and ends with The Gathering).

Raw Deal came out in the Heyday of CCG's: L5R was going strong, WoW CCG was getting big, UFS was just starting to get huge, not to mention all the other ones that were still being played by THOUSANDS of players. CCG companies were having tournaments for major prizes. Nowadays, I don't really hear of anything other than Magic: The Gathering (and Hearthstone, but that's a computer CCG and doesn't really count).

Raw Deal is not a worthwhile investment, there is no money to be made in it, and the company that has to lend it's IP to it wants to make money. Bottom Line. Why would WWE (or any other wrestling company, for that matter) care about a collectible card game when they can make a tremendous amount of money putting the same effort and time into more merchandise for their shows (those $30 t-shirts don't sell themselves...).

And before you say "they barely have to do anything other than allow us to use the IP": It doesn't work like that. They have to be careful with every little thing that is out in public about their product. They will look over everything you do. They want to keep it with current content on their programming. They need to make sure their IP is reflected properly. That's why Mick Foley became the Mystery Wrestler. That's why Leader of the Peepulation wasn't called Captain Charisma. That's why some superstars got dropped from certain sets.

I love that people want to bring this game back into the main stream. It's great that people are so passionate about this game. But instead of hoping on impossibilities and talking about pipe dreams, just do the one thing that this game needs: Play it. Teach it to friends. The cards are out there. The staples that are hard to find are printed as virtual throwbacks. The Virtual Development and Playtesting teams put many man-hours testing and theorycrafting these pieces of cardboard/paper they're providing for free (sans printing costs). Creed and his graphics goons puts in god-knows-how-many hours into making the cards look as professional (if not better) than when the game was actually being made.

Raw Deal as it currently stands is a labor of love. We play this game because we love it. We play this game because we care about it. Coming back as a 'legitimate' ccg in a store with booster packs isn't the way to do it. Just play what you have, enjoy it, teach it to your friends who might like it and hopefully be anxious about the next wave of superstars coming Soontm.

General Discussion: Raw Deal / Re: Your Town
« on: October 05, 2014, 02:45:09 PM »
I'm on the pro-your town team.

It acts as checks and balances in it's own and forces you to -god forbid- make a more balanced deck that can take it. If you're building a deck that gets shut down by 1 card, you really should have thought about that ahead of time.

Your Town is not on the NPE level like that of Piper, Kennedy, Andre, IAATG and the like were. It never was, it never will be. It punished sloppy deck building, that is all.

I don't like the idea of a game where I can't do anything to hamper my opponent from playing 12 prematch cards without consequence. I know I don't have much say in the end-product of this game, but I'm calling it right now: if and when it does get changed I expect an incredibly powerful prematch combo to come to the forefront and start winning hard. It'll probably come from either Mitch or Drew. My money is on Mitch.

Deck Reviews - Virtual / Re: Championship Deck Clinic
« on: September 07, 2014, 07:13:56 PM »
Just remember, if you have a really good / borderline broken idea, they will take it. especially mitch. :P

General Discussion: Raw Deal / Re: World Champs 2014 Discussion
« on: August 17, 2014, 09:14:21 PM »
Mitchel, Just so you know. I really want to put you in your place. I think I still have favorable win rates against you, so I need to test it out in a real tournament one of these days. You, me, Finals @ Gencon 2015.

Although I hear your match against jake's mankind was pretty damn good.

General Discussion: Raw Deal / Re: World Champs 2014 Discussion
« on: August 16, 2014, 08:41:43 PM »
Iowa produces top notch talent in CCGs, not just corn.

Just sayin'.

Congrats Mitch.

Rules Forum / Re: Saskatoon with Eugene
« on: May 08, 2014, 11:28:11 AM »
You're trying to figure out Eugene's BASE superstar value, which is based on your opponent's FINAL superstar value. At which point you can figure in changes to your superstar value.

If Evolution plays Saskatoon, you would be at -1 (Negative 1) Superstar Value, while Evolution would be at 4.

Evolutions SSV (10) minus 6 = 4, Eugene's superstar value would then be equal to that (4) minus 1, so 3, at which point, any other modifiers would come into play (the other text from saskatoon) lowering your ssv by another 4, to negative 1.

To get Eugene's superstar value higher than your opponent's all you have to do is play a belt or card that boosts your ssv by 2. that way, without any negative modifiers to your superstar value, your superstar value will always be one higher than your opponent.

Rules Forum / Carlton says vs. chain
« on: April 06, 2014, 02:38:23 PM »
How does carlito says, that's not cool react with the chain trait? Does it reverse the chain card without having to discard?

This stems from whether or not the chain trait is considered a printed reversal restriction. I said yes, but I want confirmation.

Rants Forum / A Rant and asking a Favor.
« on: March 22, 2014, 12:25:08 AM »
Good Evening TCO.

Actually, let's get the favor out of the way first: Go hug your parents / siblings / friends / loved ones. Do it. Now. Appreciate them for whatever they are to you, which is probably more than you'll even think possible.  Please.

Back in November, I lost my Dad to cancer. For 4 years, Dad battled Hodgkin's Lymphoma, going through terrible Chemotherapy treatments, clinical trials, experimental procedures. In the end, he died in his own home, in pain and incoherent. I ran away for the last two years of it. I had taken a job in California and was traveling for the better part of the last two years. I came back to the midwest a week before he died. He passed away two days before Thanksgiving. He always cooked Thanksgiving meals. He and I never really saw eye to eye. Different political, religious, and social views and beliefs kept us from really having a good relationship. I still love him.

After he died, I broke. Mentally, spiritually, and in parts physically. I still can't go a week without restless nights or the need to drink my problems away. Multiple times a week I need to self-medicate just to relax. Even then, I still can't focus on my own problems: Mom was also diagnosed with lung cancer back in October. We were really hoping that she'll last a long time.   

Two weeks ago, my Mom and I went to her doctor and received the prognosis: Her cancer has spread to her bones. She'll only have maybe 3 to 6 months. Last week, we had a second opinion from another doctor: Same result.  She'll go through another round of Chemo, She'll suffer more, but we're hoping to just extend that a little bit, but the doctors said she has maybe a 10 to 20 percent chance of even that, even less so of actual success. I don't think I've finished processing my dad's death, and I'm faced with my mom's.

I'm currently putting everything in my life aside to help her. I cook for her, I clean the house, we're moving her and her husband to a smaller place so they don't have to worry about it after she dies. She wants her life to be comfortable. The last few months have put a lot of my life into perspective; I don't have a job anymore, I've been turning down job offers, I'm digging into personal savings, but I get to spend time with my mother. I'm not going to sit on the sidelines this time. I tell her I love her every day. I hug her every day and I'll continue until the day she dies.

All I really want is for my mom to live a little longer. I know my wishes are pretty unrealistic at this point. So here's another wish: I want you to love your family. If you have family left, hug them. Give them a call. Don't do like I did with my dad and wait until it's too late.

This also extends to your friends. I appreciate my friends more than I ever have right now. They're an amazing source of comfort when my life is basically getting shot to sh*t all around me. Meyers, Jake, Mitch, You have all been an amazing thing for me to have and I don't think I'll ever be able to express my gratitude properly in person. Please don't change, you guys are awesome.

This also extends to TCO. Thanks for being here. I know our population has dwindled in the last 5+ years, but it's still one of the best communities on the internet.

Now do it. Hug someone. Tell someone what they mean to you. Show it. Please.

Gaming Discussion (Everything Else) / Re: Hearthstone: Heroes of Warcraft
« on: January 23, 2014, 08:14:49 PM »
the rares are definitely more important than the legendaries. legendaries just help out with finishing out a game, but i've won more games with class specific basic cards than legendaries.

Gaming Discussion (Everything Else) / Re: Hearthstone: Heroes of Warcraft
« on: January 22, 2014, 04:12:47 PM »
as far as positioning, proper defensive play against hunters, rogues and mages require positioning so your small guys dont get killed by betrayal, cone of cold, or explosive shot

Gaming Discussion (Everything Else) / Hearthstone: Heroes of Warcraft
« on: January 15, 2014, 03:36:52 PM »
Just wondering if anyone from TCO is currently playing this game in the closed beta?

I'm tag Panda#11661

Find me and talk decks / strategy / play a game.  Usually on later nights and some afternoons, depending in what kind of time I have.

Rules Forum / Re: the champ vs superstar specifics
« on: June 02, 2013, 12:04:35 PM »
Sorry to butt in, but since the Champ's ability uses the word 'reduce', it doesn't come off clearly as a replacement effect and more as just a straight up reduction which would fall in line with RMS's 'can't alter any values on this card'.

instead of 'reduce the number of cards moved from your ringside to your arsenal by non-maneuver cards and card effects to 0', wouldn't it be better if it were 'whenever you move any number of cards from your ringside to your arsenal from a non-maneuver card or card effect, you move 0 cards instead."  Or heck, 'You may not move any cards from your ringside to your arsenal with non-maneuver cards or card effects'. 

No ambiguity, and the last one practically has the same wording as Hell in a Cell, so everyone knows whats up.

The use of the word 'reduce' just throws some ambiguity into the mix.  (I feel like I am pretty well-versed in the rules of this game, and I've always thought 12 Rounds (and other RMS recovery cards) worked with The Champ's ability, due to the specific use of the word reduce and it's implication that you are altering the numerical value of a card from X to 0.)

Maybe throw this in revision notes?

It kind of depends on which part of the effect you want to mess with. 

the -SSV you're not going to be able to do much about that is non-superstar specific in nature. Back at the end of raw deal's printed days, The only Heel decks that were viable were the ones that didn't care about their SSV at all, because of product endorsements.

The Additional prematch bit, you can actually mess with your opponent a bit with Old Switcheroo if they play a non-active, non-superstar specific face prematch card.  Switcheroo their face card and Your opponent suddenly gets put into a position where they lose a lot of prematch space. If they don't play their prematch meticulously and well, they can put themselves in a world of hurt, which can give you a huge play advantage.

General Discussion: Raw Deal / Re: Photos: Gencon 2012
« on: May 12, 2013, 07:01:39 PM »
You have no idea how thankful I am to have found this right now...

as am I.  proof I appeared at gencon :P

I did not hear about Barron passing away!!! Oh wow! but yes I will look over the new sets. I prefer the Classic style of card design as the Revo stuff as I started to look at it was just to me Garbage and I believe that lead to the decline and eventually the death of the game. But yes if there are Classic sets then I am all about it.

just as a warning: the sets (especially the first) were used as a balance set; meaning that Creed and the playtesters focused on balancing the NPEs in classic raw deal by either killing them outright or by increasing power elsewhere.

A lot of classic superstars got a major boost in power, some took an arrow to the knee. Some non-superstar specifics were released that have completely changed the way we build decks. With that said: We've been having a heck of a lot of fun playing Virtual Raw Deal and it is (honestly speaking) as good as ever.

Please don't let spoiler shock ruin your virtual experience  :)

Preface: Wall of Text Incoming! SORRY!

Deckbuilding Argument:  Power vs. Fragility of Deck Design.

So for the first post in this thread, I posted some power cards from Classic raw deal that exist to mess with a lot of virtual designs and also act as a protective measure in some cases.  Now I want to talk a little more about deck design, possibly go further into a couple of them, dissect, and open up discussion about it.

First of all, and this is a major point in a lot of players' designs: What can you do on the first turn?

This is also the question that a lot of players can't answer about their decks.

Some players would rather dedicate resources to get near-guaranteed fortitude on the first turn, others would rather dedicate those same resources to get themselves in a position to defend the first couple of turns while working away on getting fortitude.

Some superstars do it better than others (Christy immediately springs to mind with her ability to start with 10F, or Al Snow and his near guaranteed fortitude from his Virtual Prematch or the Colon's Ability), while some superstars can be put into a situation where their defensive abilities shine when the right combination of cards are laid out.

To make this article a little simpler, I'm going to break down the a standard Raw Deal game into 4 phases: The Set-up, The Early Game, The Mid Game, & The End Game.

-The Set-up refers to everything that happens from revealing superstar cards to ending the prematch phase.
-The Early Game is honestly only the first 6 or so turns of the game, when both player are vying for fortitude and superior positioning.
-The Mid Game and End Game end up blurring into each other more often than not. And not all games have a Mid Game, and not all games need an End Game, so we won't worry about these parts right now.

Raw Deal has always been a game about the Early Game of a match. With the introduction of the Backlash deck, the Early Game was cemented as the most important part of the game and while the End Game has risen in prominence (read what I wrote above about having a solid Kill method), it all hinges on a good Early Game.  It doesn't matter if you can shove 10 Trademark Finishers down your opponent's gullet if you can't get in fortitude range to do it.

The strongest decks that I have seen can do 1 or more of the following:

Aggressive & Passive Disruption - Disrupt the opponent's Set-up to the point that their Early Game is shot to hell.  Disrupting their set-up can have major repercussions for the opponent in the early parts of the game.

Aggressive Disruption is the idea that you would allocate more resources to potentially do more harm than Passive Disruption. John Cena is probably the best example of Aggressive Disruption; with Yo! Kill Da Beat!, he is able to shut down an opponent's prematch phase well before his opponent can finish setting up. Aggressive disruption does have its downsides: It is usually prone to disruption itself, and anti-disruption tactics can put a serious damper on it. Some superstars also just waltz right around Aggressive Disruption tactics with minimal effort (e.g. - Festus).
Other designs in this school of thought:
  - In the Interest of Fairness x3 ripping out 6 red cards from your opponent's hand before the game begins.
  - San Diego, CA + Summer of Slam potentially discarding upwards of 5 prematch cards from your opponent's deck.
  - Old Switcheroo'ing a Key prematch card in your opponent's ring.
  - I'm Gonna Break You.

Passive Disruption relies on using less resources to disrupt and hamper your opponent in much more subtle ways.  Not On My Broadcast TB and Your Town, USA are great examples of subtle disruption that will do great amounts of damage to decks that are ill-suited to handle them.  The only downside to Passive Disruption is that it relies heavily on your opponent not being prepared for it which is an aspect you can't control: Dropping Your Town against a deck that is "Your Town Proof" (as we like to call it) means you wasted a prematch slot for nothing.

Defensive Red Wall - This is the tactic of putting yourself in an advantageous defensive position compared to your opponent.  This can be anything from bumping your handsize to enormous amounts, cycling through as many cards in your deck as fast as possible, and with the Great American Bash set, almost any superstar is now capable of starting with 3F. Three fortitude to start might not mean a lot of 75% of the superstars in the game, but for some (like any Diva with Skirt the Issue) it becomes a godsend that makes them a redwalling machine.

Any way you look at it, getting a defensive red wall usually relies on good card flow (to get the right reversals into your hand). Getting to see as many cards as possible as early as possible can mean the difference between your opponent landing a maneuver or action that they sorely needed versus you being able to shut them out.  Defensive Red Walls rarely make it through a long Mid Game, so finish the game early if you want a higher success rate.

Redwalling has changed as of late in the game, as more and more decks are capable of early game fortitude for very little invested resources, and this has brought down the power of redwalls down a few notches.  They're still very strong, don't get me wrong, but the days of packing 30-40 reversals in every deck are going away, slowly.

Guaranteed or Near-Guaranteed Fortitude - This tactic relies usually on two things:
1 - Get the first turn
2 - Get to a position to play most of your cards in your arsenal by the end of the first turn OR put your opponent in a position where they're in a constant state of catch-up.

Some superstars can change one of the two, but for your average superstar, both of these things need to happen.  This is something that can either take a lot of resources to achieve (3x Pyrotechnic Volley) or even as simple as a revealed backstage card (NAO ability, Brothers Forever, Initiation into New Nexus, etc.)  

This has become the norm for most of the virtual environment with old and new superstars alike having cheap, easy access fortitude. The rise in near-guaranteed fortitude has also lowered the importance of red-wall tactics because of their ability to just go around them.  While I say that, I must also point out that most all 'guaranteed fortitude' tricks are VERY fragile and a quite a few deck-types can beat them.

Survive into Mid or End Game - This tactic is VERY superstar dependent and stems from the days of Mankind and Undertaker in Premiere/Fully Loaded.  Superstars that employ this strategy rarely care what their opponent is doing. They'll sit there and disrupt/sponge/recover until they're in a comfortable position (usually with much greater card advantage). Great many decks have issues with superstars that can play this style, and usually these decks have amazing comeback victories that take the win from right under their opponent's nose.  Decks with this strategy usually don't have a strong early game other than innate defensive abilities that don't revolve around redwalling (innate Damage reduction, ring area removal, etc) and also require fewer resources invested into their prematch to be successful.

Decks that do this strategy now in the Virtual environment are some of the strongest I've seen, but like I said, it's very superstar dependent, and very player skill dependent. The ability to not really care what your opponent plays or does is very, very strong, but not all players are patient enough to wait it out for the victory.

Force the game into End Game - The crash aggro beatdown deck that everyone's played and either loved or hated.  I was a long time RVD player.  Ever since he was released, I enjoyed shoving a Chair Shot into my opponent first turn and seeing how they react, the more abject terror, the more fun it was for me. This style of deck immediately puts your opponent on the defensive, and usually comes into the Mid and End Game with skyrocketing fortitude ratings. Again, this is something that some superstars are designed to do, with RVD, Tazz, Finlay, and LAISE being the major culprits. These decks usually have very little reliance on cards they play for their basic strategy, which opens them up to other strategies themselves, but also come with the downside that they're throwing relatively unprotected maneuvers at an opponent.  These decks work well with Disruption builds and can inevitably turn into some of the best redwall decks in the meta.  This strategy also categorizes Scoop decks and Action combo decks.


So for the main question and main discussion point I wanted to bring up - When you build your decks, how 'fragile' is your design?  Do you straight-up Auto-lose to some superstars/cards? Do you have a fair shot against everything?

This is the basic question I ask myself when designing decks. Assuming equal skill level, against 99% of the field, how fragile is your design? If your prematch auto-loses to Your Town, you might want to reconsider your choices.

I've noticed that many of the more 'fragile' designs are also the most powerful, as long as their opponent wasn't ready or expecting it.  That was made "BALLS" (and other 'scoop' builds) so strong in the Rev 2 Environment; nobody was prepared for it nor should they have been. But the fact that BALLS had a couple of auto-loss superstars (Paul Heyman and The Rattlenake come to mind) and that it was completely shut down by Hell in a Cell -which then caused all those decks to invest many resources into making sure HiaC never hit the table or was blanked when it did - still attests to it's fragility.

These days, I look at superstars like John Cena and wonder why he doesn't see more play (aside from the obvious "cause it's cena"), but then I realize what the Virtual sets have done for Raw Deal, and how in a few sets, we've completely changed the meta, and made many many more decks completely viable.

I'll post something again... soon.

One more counter to Break You: Flanked by Arena Security. Break You can already be on the table and you're still safe from its dastardly ways, reducing a major hand-rip down to letting your opponent see your hand. The downside is that if you fill more than five slots, random pieces of your hand start to disappear.

Hence in the Break You bit, I mentioned it's great synergy with I want to play the Game, and how IWTPTG makes many of the counters to break you useless.  These days, you can't just drop Break You, but it is still a very powerful tool if you have the right build.

Ask and Ye May Receive.  I'm thinking I'll occasionally update this when I can on any of my insights on strategies, deck-building, counters, fleshing out builds, etc.  I'm not the best player in the world, but I've always consistently done well in big and small tournaments and understand the game mechanics pretty well.

If anyone has any questions and such that would be a good thing to elaborate on, write them up!

I wanted to write this down for myself as some notes when building Lackey decks, but thought it might serve better as an article on TCO, so here we go.  (and I'll try to keep this updated semi-regularly)

These were after discussions between some players and what has been talked about on this forum...

Raw Deal Classic Power Cards in the Virtual Environment (VAA or VC):

Frankie Takes Ho-llywood - Prematch Event

With the sheer amount of superstars able to modify your reversals, giving them RMS seems like a very strong move in today's meta.  With superstars ignoring 'completely' on your reversals to reducing your reversals' damage to zero, Frankie is here to save the day. Not to mention the old trick of packing a <r> corner card, and giving your superstar specific reversals RMS so they can't gain the requirement text. It really fits right in any prematch set-up and only is there as a protective measure, and a strong one at that.

Find Out How to Fight From Finlay - Prematch Event

Again another strong protection card.  Aside from the obvious Dynamic synergies, it also prevents your opponent from playing Prematch events with 'Old' in the title; notably The Old Switcheroo, Old School Raw, and Old School Psychology (when you have Old School Shenanigans revealed and your opponent hasn't dropped Back to Basics).  With the Old Switcheroo seeing more play due to the increased number of Unique prematch events (like ALL of the ones introduced in virtual sets) that make or break a deck strategy, protecting your fragile cards from being blanked goes a long way to getting a win.

Counter: None, really.

Your Town, U.S.A. - Prematch Venue

A more aggressive disruption card.  Not all decks are able to play this and get away with it, as you'll be hampering your design just as badly as your opponents.  The key is to make sure that your opponent comes off worse from being denied specific types of prematch.  A card like Your Town goes a long way to disrupt Back to Basics decks, Any deck that is reliant on a Belt or a Manager for a major part of their strategy.  

Counter: The only real counter to this card is to play a High Superstar Value Character, and drop a Venue first.  Unless you have a superstar specific way to blank Your Town. 

EDIT: As D2 was so kind to point out, Hometown Hero kills the first counter option at the cost of -2 HS.

I want to play the Game - Prematch Feud

This is also a very aggressive disruption card, and probably more so than your town. So many decks in the Virtual environment requires a certain Unique Prematch Event card to hit the table, and this card just allows you to rip it from their deck. Backed by Smackdown GM Vickie Guerrero? Gone. Drawing a Blank? Gone. ECW on SciFi? Gone. Wrestlemania? Gone. Interview with Mean Gene? Gone.  

This is one of the strongest disruption cards in the game right now, but also one with the highest drawback: You can't rely on those same strategies. This is one of those strategies that you can't run with every deck, and doesn't ensure your victory from the get go, but if you can build an arsenal and midmatch that doesn't rely on what you play during your prematch, you can go a long way to tilt the game more in your favor from the get-go.

Counters: Your Town, Not relying so heavily on one card for your strategy.

The Old Switcheroo - Prematch Event

I spoke about this card earlier, and it still is a strong pick even though there is a direct counter to it. If you can catch your opponent off-guard, you an do a tremendous amount of damage to him with a well-timed switcheroo. Pair this with I Want to Play the Game to really mess with your opponent.

Counters: Find Out How to Fight From Finlay, RMS Prematch.

Not On My Broadcast TB - Prematch Event

This is a personal pick from back when Raw Deal was still in production.  The card has primarily 2 effects:
1 - Whenever any player plays an action or superstar specific card and it is not their first action or superstar specific card of the turn, their opponent gets to rip a card from their ring area.  A VERY strong counter to action heavy decks and some superstars that like to chain their specifics together.  You'll catch people off guard with this text on occasion, just don't let it happen to yourself.
2 - (and this is the big one) No player may play a non-superstar specific non set-up action when they already have a card with that title in play. This stops a lot of shenanigans from some builds (Interview with Mean Gene comes to mind immediately - Stopping your opponent from dropping multiple Turn the Tides in one game) and decks what like to drop more than one of any action of rely on actions to win.  
This card is also very strong because it is permanent, meaning once it's hit play, it stays there.

Counters: Honestly, not much. Stop playing so many actions and wrestle dammit!

I'm Gonna Break You - Prematch Event

An Oldie but a goodie.  This card saw an incredible amount of decreased play once Virtual hit, and rightly so: It got a swift kick to the privates. But this card can still rear it's ugly head on occasion in the right build thanks to our favorite feud: I Want to Play the Game.

Many of the non-superstar specific counters to Break You are currently Unique Prematch Events. Flanked, Premiere WWF superstar TB, etc. all stop Break You, but only if they survive to the Events phase. Some counters still exist (the Old School stips with Back to Basics in play, for example), and for those situations you have to just have a different strategy, and You'll know all the way back by the Feud segment to plan out your strategy.  I've played break you against decks that let me break them for 4+ cards before they even played their first event. It can cripple most any deck.

Now the downside to playing the IWTPTG + Break You Strategy is that you cripple what you can do even further.  Not only do you have all the downsides attached to IWTPTG, you also have to build your entire deck around not having a prematch. To really put the hurt on with Break You, you're looking at dropping 3-4 prematch cards at most.  Some superstars have that many specific prematch! It takes the right build, right superstar and making sure your opponent isn't packing any of the direct counters to the deck.

Counters: Back to Basics, BASH Feud, going first in the events phase and dropping your stopper first.

Get The 'F' Out - Reversal

Finally A non-prematch card! I was packing this card in 2's or 3's back in 2007 before Raw Deal stopped printing. It is incredibly strong especially now since a lot of decks are throwing non-trademark finisher Unique maneuvers and/or Multis.  At 4F, this card is an incredible bargain for the defensive power it brings, not to mention it is a non-unique, non-hybrid, 0D reversal, it gets around a lot of the reversal restrictions thrown around in today's meta.

Hell In a Cell - Prematch Stipulation

This card has always been strong. ALWAYS. It hurts so many decks and downright cripples others. Even with the introduction of Making my Escape, it's still strong.  Without Making Your Escape, it's Hell in a Cell, one of the worst stips to be placed in and as long as your deck can out-aggro your opponent and take more of an advantage in this predicament, you're going to be in an advantageous situation.  With Making Your Escape, your opponent has to continually rip cards from his ring area or overturn cards to make it blank (unless your opponent is the King of Kings).  It's a win-win.

Example Counters: GM Superstars, Your Town, Any Stip Blanking Prematch, Waist Lock TB.

Managed By Eric Bischoff (non-TB) - Prematch Manager

This one is pretty far down the list, but helps nonetheless. With people throwing around prematch cards willy-nilly, you'll inevitably run into a player running any combination of the McMahon prematch cards (Managed by Vince, Vince GRA, Backed by Mr. McMahon, etc).  This one card shuts down the whole shebang in one go.  And is also a prime way to protect your stipulation (like Hell in a Cell)

Example Counters: Your Town, Chase off Manager, Ring Removal.

Power Strategies:

Some things haven't changed much here since the heyday of raw deal, but some powerful strategies to think about for deckbuilding that are especially strong since the introduction of Virtual cards:

Prematch Discard / Prematch Denial

This has taken a rise in the game since people are playing more and more prematch. While lowering your opponent's starting hand size has taken a few hits, just outright forcing your opponent to discard prematch cards has gotten stronger.  Cards like San Diego, 3 Minute Warning's Feud, and Summer of Slam have gone up a notch in how strong they are.  And with cards like My Game, My Way to mitigate some of the damage you'll do to yourself, you're in good shape to do some damage to your opponent.

Early Ring Area Removal

So many decks rely on getting one or two maneuvers off early that are heavily protected. Let them, then get rid of it.  If you have access to early ring area removal, you'll put your opponent in a constant state of playing catch-up to you.

Strong Kill Mechanism

This is the point I can't stress enough when I build decks. I need a solid, strong kill. Either it's a combo, or a win condition, or multiple win conditions (I've had decks with upwards of 6 different win conditions, aside from 'do damage to my opponent').  This is kind of a throwback to Raw Deal back in 2006/2007 when you had to have a solid win condition or to purely outlast your opponent.  I played against Home Team quite a bit and that is the measure to which I gauge how a deck can fare.


Examples of Strong Win Conditions: RMS damage from a reversal, First Blood Match, Divas Win Condition, Unrelentingly hitting the opponent with hard-to-reverse high-damage maneuvers (like Trademark Finishers), Goodnight Everybody!, etc.

I hope some of of these ideas help you with your decks in the future!

General Chat / Re: I'm a dirty, dirty whore
« on: April 24, 2013, 03:29:43 PM »
Happy birthday, sir.  On this fine day, May you drink always be full and your women properly lubed.

As a present, cowbell!

Fantasy Cards / Re: Money in the Bank
« on: April 22, 2013, 06:10:38 PM »
Edit: Derp, in the UFS forums. >.>

Fixed that for you.

As for using Money in the Bank to steal a tournament win... it's thematic, but all kinds of no.

we have something similar in our local playgroup, but our version of MitB is a backstage card and it has 2 uses:

1 - during a regular match, you can play it into your ring area as if it were a foreign object card for 2 fortitude.

2 - You can 'cash in' after a champion's match for a title match right where they sit. 

Let me tell you this: unless the champion completely squashed the opponent, they're not winning the fight. Super thematic. super annoying.

General Chat / Re: Recommend some music!
« on: April 20, 2013, 01:04:23 PM »
Can't Stop Won't Stop - Up and Away:

Justin Townes Earle - Memphis in the Rain:

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