Bal-Bas-Beta Strat Guide rush draft

Discussion in 'Puzzle-Strike: Bag of Chips' started by rabid_schnauzer, Feb 26, 2012.

  1. rabid_schnauzer

    rabid_schnauzer Well-Known Member

    I Character Summary

    Bal-Bas-Beta is a sentient clockwork, who modifies himself for constant improvement. With the endurance of his Cog Engine and the reach of his Rocket Punch he can buy time to Upgrade himself to become unstoppable!

    Diagram: I'd put him midway between econ and defense and about 1/3 of the way off that edge towards rushdown.

    Strengths
    • Upgrade and Cog Engine give Bal-Bas-Beta very good early economy
    • Rocket Punch gives Bal-Bas-Beta good pile control
    • Rocket Punch reaction and Upgrade wound trashing make Bal-Bas-Beta very resistant against disruption
    • Upgrade lets Bal-Bas-Beta shift strategies in response to the bank, the opponent, or even mid game in response to the opponent's buys.
    • Cog Engine staying in play can synergize with Upgrade to give Bal-Bas-Beta viable thindecking with the right bank help.
    • Cog Engine continuous pig allows Bal-Bas-Beta to hold reactions and or space out enders.

    Weaknesses
    • Lack of innate arrows makes it tricky for him to play his chips when he wants.
    • Orb buy restriction on Cog Engine means he will usually have few purples in deck and has to work to acquire them via Upgrade
    • $6+ cost restriction on Cog Engine and desire to Upgrade [1] gems means that he can't transition his strong early economy into truly top-end chips smoothly
    • Incredibly bank dependent. He needs chips of consecutive costs available to use Upgrade to full effectiveness, he needs arrows to be able to play multiple chips, he wants ways around his orb-buy restriction and he's disadvantaged in banks with multiple chips of 6 or higher cost.

    II. Character's general game plan.
    Part of what makes Bal-Bas-Beta unique is that he does not have single game plan and he is forced to play off of the bank. He's not all that good at rushdown nor at very long games with high-end chips, so he's usually looking for ways to get into and extend the midgame, but he can adopt rushdown or long-game strategies in games where the opponent is vulnerable to them.

    III. Chips and the Character

    Chips Bal-Bas-Beta loves
    • Combos are Hard. Not only does this get around BBB's orb-buy restriction, but at 6 cost, BBB can very frequently upgrade his starting Crash gem into a CaH in the first two turns and play it within the next two turns. Even if he doesn't start out with both Crash and Upgrade in the starting hand, he can play Cog Engine to pig whichever one he does have and set up a 4/5 chance of doing this on the second turn.
    • Bang Then Fizzle. This is a 2 cost chip that BBB can Upgrade his starting [1] gems into. With his pig and Rocket Punch's reaction he almost always has the pile control to get to use it a few times. And in the mid to lategame BBB can Upgrade Bang Then Fizzle into other chips.
    • It's a Trap. This is a 2 cost chip that BBB can Upgrade his starting [1] gems into, which then trashes itself, giving him a viable thindeck game where he can just not care about having few total purples in his 12 chip deck. Even better, BBB can aqquire chips via Upgrade and Upgrade away wounds, meaning that he can usually get chips from any Trapped stack better than his opponent can.
    • Sale Prices: This is a 2-cost chip, so it's viable for Upgrading [1]s into. More interestingly sale prices lowers the cost of bank chips, so if BBB can fork into Sale Prices and Upgrade, he can Upgrade whatever chips he trashes into chips that otherwise cost (2) more, allowing him to step up through gems without needing intermediate chips. Even without the fork, lowering the cost of chips means that BBB can buy a chip which would normally cost (6) (such as Roundhouse and X-Copy) without discarding Cog Engine.
    • Any Other 2 Cost Chip. Knockdown, Ebb or Flow, Thinking Ahead, Now or Later, Repeated Jabs, Whether these are helpful to BBB to actually play in a given match is beside the point, it's more important that he can upgrade his starting [1] gems into them and then later upgrade them into [2] gems for a more durable economy.
    • Any Fork. Especially cheaper ones. Of interest is that the drawback of Recklessness isn't that big a deal for BBB.
    • Ways around his Orb-buy restriction. Training Day, Stolen Purples, and Chips for Free can let BBB get purples without buying them, thereby leaving Cog Engine in play. Chips like Dashing Strike, One True Style, Mixmaster, Hundred Fist Frenzy and Gemonade can give BBB non-purple pile control options
    • Blues are Good. On BBB, this can fetch Rocket Punch for added pile control.

    b. Chips Bal-Bas-Beta fears
    • Riskonade. This chip gives the opponent more ammo than BBB can handle, and BBB's all ender, gem trashing setup doesn't let him benefit from the added draws as much as other characters tend to.
    • Combo Practice Chip Damage. This red chip forces BBB to discard, and with his Orb-buy restriction it usually forces him to discard two chips, which severely limits his ability to play the sort of Fork into Upgrade combos he loves. In a similar vein other discard attacks like Color Panic, Knockdown and even Pick Your Poison can give BBB problems.
    • Master Puzzler, The Hammer. These $12 cost chips in the bank often force BBB to play an econ race in a way that keeps Cog Engine from being a useful option.
    • It's Combo Time. By the time BBB gets to $8 buy, and even if he's willing to discard Cog Engine for it, he's unlikely to still have enough [1]s in his deck to use this well, so this is almost always better for the opponent.

    c. Other Chips of interest to Bal-Bas-Beta
    • Stolen Purples. If this is in the pool, BBB has to be careful about the CaH opening, as an opponent can use it to steal the early Double Crash Gem BBB gets from it. While BBB doesn't have any innate arrows to play Stolen Purples off of, he can make it a useless buy for the opponent by Upgrading his crash to a non-orb and using Rocket Punch plus any non-purple pile control options (Hundred Fist Frenzy, Dashing Strike, Ebb or Flow, etc). So it can go either way, but it's something BBB must consider.
    • Ouch! This powerful red ender is solid against anyone early. BBB has no arrows to play it off of so he doesn't play it well, however his anti-disruption makes him potentially the most resistant character against it. He can react to it with Rocket Punch to keep his pile stable and he can later Upgrade the wound from it, and he's often within Combines for it to trash and he can use his Pig to hold a reaction or save his Combine for late cycle.


    IV. General Tips

    A. What to do with BBB:
    • Keep Cog Engine in play a lot in the early game. That +$1 each turn is huge and the Pig every turn lets you space enders out.
    • Use Upgrade to improve [1] gems.
    • Use Upgrade to render the opponent's buys less useful. For example: if they go heavy into blue shields, Upgrade any red fists you got earlier into other chips.
    • Use Upgrade to get chips that would make you discard Cog Engine.
    • Keep track of what chips you already have and make sure they can combo into each other. With Upgrade swapping things around this can be as hard for you as for the opponent.
    • Remember that Rocket Punch resolves before the incoming crash. Occasionally you can win a game against an incoming crash because the opponent doesn't have a followup countercrash.

    What not to do with BBB:
    • Don't Upgrade all your [1]s away without having acquired at least a couple bigger gems first.
    • Don't count on Rocket Punch to be your only pile control past the early game. Remember that unlike counter-crashing, Rocket Punch does not actually reduce the total number or gems in piles, so it doesn't lengthen the game.
    • Don't be so afraid of losing Cog Engine that you fail to have adequate pile control or key endgame chips. If the opponent is X-Copying Double Crash Gems, you probably need to be doing the same more than you need the +$1 +Pig.
    • Don't get a lot of chips with arrows that don't lead into each other. Having two of Knockdown and two of One True Style opens up some great chaining possibilities. Having four of either of those with none of the others means that despite the arrows, you have a pile of enders and can only play one.

    Matchups BBB Loves

    vs. Arg Rocket Punch can be used in response to Hex, and Upgrade can trash multiple wounds per cycle. This tends to favor BBB.

    Matchups Bal-Bas-Beta Fears

    vs. Jaina This match is tricky for BBB since he has to survive the Jaina rushdown. His Combos are Hard opening means going without a crash for a turn or three, which can be too big a risk to take against Jaina and his Bang then Fizzle opening requires keeping his pile height low, which can be problematic against Jaina. BBB really needs a combine or combine substitute early here. However in BBB's favor, he can Rocket Punch as a response to either Unstable Power or Burning Vigor.

    vs Midori Rocket Punch is nearly useless against Dragon Form rushdown, so BBB needs to prioritize pile control. Even worse, the forks that BBB loves tend to be even better for Midori. However Upgrade does give BBB a useful way to dodge Rigorous Training and force Midori to buy his orbs honestly.

    vs Gwen Gwen's early cycling and discard attack can pose real problems for BBB if there are any other useful reds in the Pool. BBB using Rocket Punch against Shadowswarm early just shifts the height bonus.

    vs Zane Zane can pose a surprising rushdown threat and Crash Potato can be problematic with BBB's orb-buy restriction. However BBB can sometimes dodge Crash Potato by upgrading his Crash and playing for a fast DcG. Zane has to carefully time his Max Anarchy, as BBB will often have a bunch of oddball 2-cost puzzle chips he can play off the free arrows, and sometimes BBB can bait a Zane player into this by pigging a chip.

    Other Notable Matchups

    vs Grave BBB can often beat Grave to a mess of $4 and $5 cost chips. Grave still beats BBB to a mess of $7 and $9 cost chips, so BBB needs to either go rushdown or big gem in the midgame.
     
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  2. ApolloAndy

    ApolloAndy Well-Known Member

    Typo in "platy" in CaH section.
     
  3. CrystalChaos

    CrystalChaos Moderator Staff Member

    Recklessness is also very good for BBB.
     
  4. rabid_schnauzer

    rabid_schnauzer Well-Known Member

    first pass pre-edit trims about 400 words, another 400 or so still need to go

    I Character Summary

    Bal-Bas-Beta is a sentient clockwork, who modifies himself for constant improvement. With the endurance of his Cog Engine and the reach of his Rocket Punch he can buy time to Upgrade himself to become unstoppable!

    Triangle midway between econ and defense and about 1/3 of the way off that edge towards rushdown.

    Strengths
    • Upgrade and Cog Engine give Bal-Bas-Beta very good early economy
    • Rocket Punch gives Bal-Bas-Beta good pile control
    • Rocket Punch and Upgrade make Bal-Bas-Beta very resistant against disruption

    Weaknesses
    • Orb buy restriction on Cog Engine means he has few purple orbs and has to work to acquire them via Upgrade.
    • $6+ cost restriction on Cog Engine and desire to Upgrade [1] gems means that he can't transition his strong early economy into top-end chips smoothly.
    • Incredibly bank dependent. He needs chips of consecutive costs available to use Upgrade to full effectiveness, he needs arrows, he wants ways around his orb-buy restriction and he's disadvantaged in banks with higher cost chips.

    Bal-Bas-Beta's general game plan.
    BBB is usually looking for ways to get into and extend the midgame, but he can adopt rushdown or long-game strategies in games where the opponent is vulnerable to them.

    Chips Bal-Bas-Beta loves
    • Combos are Hard. Not only does this get around BBB's orb-buy restriction, but at 6 cost, BBB can very frequently upgrade his starting Crash gem into a CaH in the first two turns and play it within the next two turns. Even if he doesn't start out with both Crash and Upgrade in the starting hand, he can play Cog Engine to pig whichever one he does have and set up a 4/5 chance of doing this on turn two.
    • Bang Then Fizzle. This is a 2 cost chip that BBB can Upgrade his starting [1] gems into. With his pig and Rocket Punch's reaction he almost always has the pile control to get to use it a few times, after which he can Upgrade it.
    • It's a Trap. This is a 2 cost chip that BBB can Upgrade his starting [1] gems into, which then trashes itself, giving him a viable thindeck game. Even better, BBB can aqquire chips via Upgrade and Upgrade away wounds, so he can get chips from a Trapped stack better than his opponent.
    • Sale Prices: This is a 2-cost chip, so it's viable for Upgrading [1]s into. More interestingly Sale Prices lowers the cost of bank chips, so it allows BBB to buy chips which normally cost 6 without discarding Cog Engine, and with a fork it increases the options for Upgrade.
    • Any Other 2 Cost Chip. Knockdown, Ebb or Flow, Thinking Ahead, Now or Later, Repeated Jabs, Whether these are helpful to BBB to actually play in a given match is beside the point, it's more important that he can upgrade his starting [1] gems into them and then later upgrade them into [2] gems for a more durable economy.
    • Any Fork. Especially cheaper ones. Of note, the drawback of Recklessness isn't a big deal for BBB.
    • Ways around his Orb-buy restriction. Training Day, Stolen Purples, and Chips for Free can let BBB get purples without buying them, thereby leaving Cog Engine in play. Chips like Dashing Strike, One True Style, Mixmaster, Hundred Fist Frenzy and Gemonade can give BBB non-purple pile control options
    • Blues are Good. On BBB, this can fetch Rocket Punch for added pile control.

    b. Chips Bal-Bas-Beta fears
    • Riskonade. This chip gives the opponent more ammo than BBB can handle, and BBB's all ender, gem trashing setup doesn't let him benefit from the added draws as much as other characters tend to.
    • Chip Damage. This forces BBB to discard, and with his Orb-buy restriction it usually forces him to discard two chips, which severely limits his ability to play the sort of Fork into Upgrade combos he loves. Likewise, the other discard attacks Color Panic, Knockdown and Pick Your Poison can give BBB problems.
    • Master Puzzler, The Hammer. These $12 cost chips in the bank often force BBB to play an econ race in a way that keeps Cog Engine from being a useful option.
    • It's Combo Time. By the time BBB gets to $8 buy, and even if he's willing to discard Cog Engine, he's unlikely to have enough [1]s in his deck to use this well, so this is better for his opponent.

    Other Notable Chips
    • Stolen Purples. If this is in the pool, BBB has to be careful about the CaH opening, as an opponent can use it to steal the early Double Crash Gem BBB gets from it. While BBB doesn't have any innate arrows to play Stolen Purples off of, he can make it a useless buy for the opponent by Upgrading his crash to a non-orb and using Rocket Punch plus any non-purple pile control options (Hundred Fist Frenzy, Dashing Strike, Ebb or Flow, etc).
    • Ouch! BBB has no arrows to play it off of so he doesn't play this well, however his anti-disruption makes him potentially the most resistant character against it. He can react to it with Rocket Punch to keep his pile stable and he can Upgrade the wound from it, and he's often without Combines for it to trash.


    IV. General Tips

    A. What to do with BBB:
    • Keep Cog Engine in play in the early game. That +$1 each turn is huge and the Pig every turn lets you space enders out.
    • Use Upgrade to improve [1] gems.
    • Use Upgrade to render the opponent's buys less useful. For example: if they go heavy into blue shields, Upgrade any red fists you got earlier into other chips.
    • Use Upgrade to get chips that would make you discard Cog Engine.
    • Remember that Rocket Punch resolves before the incoming crash. Occasionally you can win a game against an incoming crash because the opponent doesn't have a followup countercrash.

    What not to do with BBB:
    • Don't Upgrade all your [1]s away without having acquired at least a couple bigger gems.
    • Don't count on Rocket Punch to be your only pile control past the early game. Unlike counter-crashing, Rocket Punch does not actually reduce the total number or gems in piles, so it doesn't lengthen the game.
    • Don't be so afraid of losing Cog Engine that you fail to have adequate pile control or key endgame chips. If the opponent is X-Copying Double Crash Gems, you probably need to be doing the same more than you need +$1 +Pig.

    Matchups BBB Loves

    Arg, Perse Rocket Punch can be used in response to Hex, or Pleasure and Pain and Upgrade can trash multiple wounds per cycle.

    Matchups Bal-Bas-Beta Fears

    vs. Jaina This match is tricky for BBB since he has to survive the Jaina rushdown. His Combos are Hard opening means going without a crash for a turn or three, which can be too big a risk to take against Jaina and his Bang then Fizzle opening requires keeping his pile height low. BBB really needs a combine early here. However in BBB's favor, he can Rocket Punch as a response to either Unstable Power or Burning Vigor.

    vs Midori Rocket Punch is nearly useless against Dragon Form rushdown, so BBB needs to prioritize pile control. Even worse, the forks that BBB loves tend to be even better for Midori. However Upgrade does give BBB a useful way to dodge Rigorous Training and force Midori to buy his orbs honestly.

    vs Zane Zane can pose a surprising rushdown threat and Crash Potato can be problematic with BBB's orb-buy restriction.

    Other Notable Matchups

    vs Grave BBB can often beat Grave to a mess of $4 and $5 cost chips. Grave still beats BBB to a mess of $7 and $9 cost chips, so BBB needs to either go rushdown or big gem in the midgame.
     
  5. ApolloAndy

    ApolloAndy Well-Known Member

    Just bought BBB and looking for some tips. It seems like upgrading 1-gems to 2-cost puzzles starts getting pretty bad pretty quickly, especially without forks. How often do you end up pigging Upgrade a bunch of times to get it to align with chips you actually don't want anymore? And how often do you upgrade 2-cost puzzles to 2-gems vs. 3 cost puzzles? I feel like having a lot of money is counter productive because of Cog engine, but have a ton of 3-cost puzzles doesn't help if I don't have a bunch of forks.
     
  6. ApolloAndy

    ApolloAndy Well-Known Member

    So I think Improv. is actually one of BBB's favorite chips. He has a high ender density (and if he has a couple of improvs, he can have a VERY high ender density) and still get to play a lot of his chips.

    I also think using trap to trap combine a million times is a killer play. He can buy 2-gems and upgrade 2 of them to combines at a time while his opponent is basically stuck not buying combines at all (buying a single trapped combine is feasible once or twice. Even a trashing char like Degrey would be crazy to buy double trapped combines).
     
  7. Cydrius

    Cydrius Member

    I've been playing a bunch of BBB casual lately, and I'd have to agree with ApolloAndy on both counts.

    I've found that Money For Nothing also plays pretty well with BBB, because he can upgrade his ones into MfN, toss the MfN for a 2, and upgrade that 2 into a 4-cost puzzle chip or combine pretty fast.
     
  8. Bucky

    Bucky Well-Known Member

    There has been some significant new tech discovered for BBB that swings a bunch of matchups in BBB's favor. They are:
    1)If BBB can manage to use the first cycle to upgrade Crash to a :ps3gem:, buy another :ps3gem: and a :ps2gem:, and play Cog Engine, she can guarantee a DCG buy on turn 3 or 4 by either pigging her largest gem or buying it outright on turn 3 and not using Rocket Punch's main. This is possible to disrupt (e.g. Pilebunker) and is only possible a minority of games, those where cog engine, upgrade and crash line up properly in the first cycle, but lets BBB do a good Combos are Hard impression when it's not in the bank. Don't attempt vs. Stolen Purples.

    This is also the setup for a Turn 4 Master Puzzler rush; it's not very likely to work, but if it doesn't the backup plan of DCG is acceptable.

    2)Instead of Combine->Riskonade, play the Riskonade, pig the combine. This line gives BBB a lot of finishing power post-DCG and removes some of the Riskonade fear. Alternatively, it lets BBB threaten to crash a 4-gem on turn ~5, which is the bar for minimum competent rushdown, without breaking Cog Engine. It's also totally okay to buy Risk to Riskonade to instill fear in your opponent and upgrade it away instead of playing it!
     
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  9. Star Slayer

    Star Slayer Well-Known Member

    This super fast econ BBB really took my by surprise the other day. BBB was not the character I had imagined buying a DCG before I got my Flagstone Tax online on turn three.
     
  10. Plum

    Plum Well-Known Member

    Exciting new discoveries in the field of robotics! Forbidden mechtech! Cyborg efficiency is through the roof! This is a golden age for science! :cgeiger:
     
  11. rabid_schnauzer

    rabid_schnauzer Well-Known Member

    The 2nd cycle DcG is possible in more than a minority of games.

    Assuming the opponent is none of { DeGrey, Menelker, Gwen, Perse, Arg nor Quince nor Zane} and that the opponent does not buy a 1st cycle Chip Damage, Knockdown, nor Color Panic -- or that if any of those happen, they don't interfere with the key 2nd cycle hand, the opening works out along these lines:

    Starting hand: Rocket Punch, either Crash xor Upgrade NOT Cog Engine: You're boned on the DcG sprint with this opening, since the best you can do is a pair of $4 buys on your first cycle, and you have no way to line up Crash and Upgrade. So if you get this start, try something else and ignore the rest of this post.

    However, just about any other starting hand is golden:

    Starting hand: Crash and Upgrade, but not Cog Engine: 1st turn: Upgrade Crash into :ps3gem:, buy a :ps2gem: Turn 2 play Cog Engine and buy a :ps3gem: on turn 2 .

    Starting hand: Cog Engine, Rocket Punch but neither Crash nor Upgrade. Play Cog Engine - buy a :ps2gem: Turn 2: Upgrade Crash into :ps3gem: , buy another :ps3gem:

    Starting hand: Cog Engine, no Upgrade, no Crash, no Rocket Punch. Play Cog Engine: Buy a :ps3gem:. Turn 2: Upgrade Crash into another :ps3gem:, buy a :ps2gem:

    Starting hand: Cog Engine and either one of Crash or Upgrade: Play Cog Engine, :pspig: whichever one of those you have, buy a :ps2gem:. Turn 2 you have 4/5 of being able to Upgrade Crash into a :ps3gem: and if you miss it, you can outright buy a :ps3gem: (remember that the client allows Upgrade to trash zero chips solely to gain the +:ps$: If you get lucky here and have Rocket Puinch in the opening hand or bottom bag it, you can *both* upgrade Crash into a :ps3gem: and also buy a :ps3gem:

    Starting hand: Cog Engine, Crash, Upgrade, :ps1gem: :ps1gem:: Upgrade Crash into a :ps3gem:, buy a :ps2gem:. Turn 2: buy a :ps2gem:,

    Starting hand: Cog Engine Crash, Upgrade, Rocket Punch, :ps1gem: Upgrade Crash into a :ps3gem: The bad news here is that You only have a $2 buy, so hopefully you can snag $2 cost econ ramp chip like :pspuzzle: Sale Prices, Money for Nothing, BtF, Thinking Ahead , Training Day or Now or Later . The good news here is that your 2nd hand is a $5 buy, so you get a 2nd :ps3gem:

    Thus your deck when you cycle is
    • one :ps3gem:,
    • :ps1gem: , :ps1gem: , :ps1gem: , :ps1gem: , :ps1gem: , :ps1gem:
    • another gem which is either a :ps2gem: or a :ps3gem:,
    • Upgrade, an ender which can be played for +:ps$:,
    • another chip which is either a :ps2gem: or an econ ramp :pspuzzle: chip or in the bad case a :ps1gem:
    • Rocket Punch
    • Maybe Cog Engine - an ender which gives +:ps$:

    Thus Rocket Punch is the only non-money chip in BBB's 2nd cycle deck. If you draw 6 due to height bonus (which you will on turn 4 and maybe also on turn 3), you only needs +$3 better than a hand of $1/chip. If you have Cog Engine in play, you only need +$2 over a $1/chip hand. You have at least 2 (and very likely 3) chips which are gems bigger than :ps1gem:s. By my rough guess, you are about 2/3 likely to have played Cog Engine by the end of turn 3 in this strat (someone else can go through full permutations to make that more precise) so you can use the :pspig: to hold on to anything better than a :ps1gem: for your turn 4 hand - making it really highly likely (again precise odds calculation left to the reader) to get the $9 buy on turn 4 (if BBB didn't get it on turn 3).

    Note also that while pretty unlikely, it's at least possible for BBB to hit a $12 buy on turn 3.


    Now the problems with this strategy are that
    • It requires full commitment from turn 1 - you're going DcG or bust here.
    • it is somewhat vulnerable to early disruption. One wound or one discard on the key hand can make BBB miss the DcG
    • Like all fast DcG strats, Stolen Purples is a solid counter
    • It is vulnerable to rushdown. You get the DcG by turn 4, which means you can't play it until turn 5 or 6 (an outside chance of 7 depending on height bonus and :pspig:s used), but turn 5 is when enough :psgem:s have been naturally anted into the game (2player mode) that someone can lose if they all end up on the same side. Any opponent who adds ante into the game and combines early has a shot at a win before BBB can play the DcG.
    • Going the big money route means that in the mid to late game, BBB will abandon Cog Engine (unless the bank is really big on cantrips and forks) making it a nearly useless ender that bloats your deck.
     
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  12. skatingtortoise

    skatingtortoise New Member

    Question - if having a dcg is a liability, why not settle for combine/crash or 4gem? It seems to me that the kick started economy has more uses than just buying a dcg. Its combo time? Degenerate trasher? At the very least rocket punch will allow some wiggle room against all but the most ruthless rushdowns, and certainly enough time to get a crash gem back. All the strategies here seem to scream out killer mid-game purple engine to me, which are totally compatible with cog engine (which helps mitigate the cost of combines)

    Am I missing something significant? Or is dcg really the be all and end all?
     
  13. Bucky

    Bucky Well-Known Member

    DCG has three important properties:
    1)It directly replaces the crash gem you don't have anymore
    2)The normal counter to big money is rushdown; non-DCG options have a hard time defending half-hearted pressure even with Rocket Punch.
    3)It is always in the bank

    As for the two chips you mentioned,
    *Degenerate Trasher gives a long-game advantage. With more money than your opponent, you already have the long-game advantage. It's viable if and only if your opponent tries to follow you into big money on a minimum of pile control. I've gotten it to work exactly once.
    *Its Combo Time adds gems to your pile at a time when you have almost zero ability to remove them. You usually need the DCG first.

    As for other expensive chips,
    *Custom Combo is maybe viable. You buy it and use Upgrade to obtain Ebb and Flow(for survival) and other cheap enders as well as some draw power. Then line it up with your enders via Cog Engine pig.
    *Master Puzzler is better than DCG but you don't hit 12 often.
    *The Hammer is not viable at all.
    *Anything that costs 6 can be obtained faster by buying a crash gem first cycle while upgrading the original crash gem.
     
  14. skatingtortoise

    skatingtortoise New Member

    Awesome! Apologies if it was a bit if a newb question, but I find they are the best questions for testing in depth stuff like this :)

    So the summary is: best defence against this BBB opening is rush down. There aren't many better options than a dcg for dealing with this. Does that about cover it?

    So what if stolen purples is in the bank - could the crash gem upgrade still be viable? What chips would you need available to make it worth your while to Be without a crash gem for a few turns?
     
  15. Bucky

    Bucky Well-Known Member

    Yes. If I conclude that I can only win in a bank by beating my opponent to Master Puzzler, upgrading the crash is the best choice. If I use Stolen Purples to obtain a second crash, I can upgrade one away. If I use Iron Defense, I can safely get rid of the crashes in my deck.
     
  16. Bucky

    Bucky Well-Known Member

    I didn't consider 1111R or 11111 reliable enough to attempt. This reconciles my minority claim with your numbers.
     
  17. DrFaustus

    DrFaustus Active Member

    Just an addition to chips BBB loves: Secret Move! Don't frown on it, because it's not a 2-cost chip.

    BBB can upgrade his :ps1gem:s into Secret Move for a powerful slim deck and gets multiple infiny-:pspig: together with cog-engine. And usually he already tries to work around buying purples because of cog-engine.

    This chip played a major roll in my last two tournament losses against Razmath's BBB.
     

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