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A. The Foundation Cards:
Even by themselves Ready Resources and Taking Advantage can
be great cards, but together they are a killer combination.
First, "Taking Advantage" gives you the option of
drawing an extra card EVERY TIME YOU DRAW AN ADVANTAGE. This
card is truly the foundation of the Advantage deck.
Second, "Ready Resources" allows you to "bank"
any advantages in your hand. They sit face down on the table
under the card and can be played as if they were in your hand,
but they don't count against your 8 card hand-limit. This card
is important, but not absolutely critical to your strategy.
So if you have both of these Foundation cards in play, you
can basically retrieve advantages from your deck in huge bunches
at a time-with Taking Advantage you just keep drawing until you
don't get an advantage. Then you bank all the advantages you
draw into Ready Resources.
B. Supreme Advantage:
Normally, we avoid filling our decks with Advantages because
if you hit a long run of them you are in trouble. Its hard to
defend yourself with no troops or characters on the table.
But if you have both Foundation cards in play and a deck filled
with advantages, you have got it made. You don't have to worry
about hitting a run of advantages because you can bank every
single one of them under Ready Resources and draw another card
with Taking Advantage. Likewise, it doesn't matter if you draw
Andor three times in a row. Just bank 'em all under Ready Resources
and keep drawing! This deck is truly awesome to behold if everything
works right. The advantages just keep pouring out.
C. Disadvantages:
1. Start with Taking Advantage:
You can't start with both Foundation cards in your hand (they
are both Advantages), and you can only have a maximum of three
of the same card in your deck. This means you will have to start
with one Foundation card in your hand and wait until you draw
the other before you can really start rockin'. There is no doubt
that you should start with "Taking Advantage" because
without it you will be plagued by runs of advantages. You can
live without Ready Resources, even if it isn't drawn at all.
2. Watch out for "Search and Destroy":
The card "Search and Destroy" can really hurt you!
The worst scenario would be for two Forsaken to play Search and
Destroy-one on each of your Foundation cards. Unless you are
well into the game and have considerable forces on your side,
or you have an extra in the bank, defend your "Taking Advantage"
at all costs.
C. Strategy:
1. Keep Taking Advantage in play:
It would not be good to lose Ready Resources and the huge
stack of advantages waiting under it, but if you have only just
begun to pull advantages out of your huge deck, it would be a
nightmare to lose Taking Advantage. Until you get another "Taking
Advantage" card into play you could be crippled by the massive
number of advantages in your deck. I have included 3 Taking Advantage
cards in the deck even though 1 starts in your hand and you can
only have 1 in play at a time.
A. As long as you have 1 in play you can draw through the
others like they were nothing-even banking them in case you lose
the first one.
B. Bank your extra Taking Advantages under Ready Resources. That
way if you lose the first one you can pull another one out of
your bank.
2. The Sacrifice:
If you have a banked Taking Advantage, use a villain initiated
"Search and Destroy" challenge to sacrifice it. Act
scared when they target Taking Advantage. Then send a bunch of
troops and characters to the battlefield. Let the Forsaken think
your are going to send them to "Search and Destroy"
but send your forces to the Pattern Challenge, or another challenge
that is important to you. If you lose Taking Advantage, just
pull another one out of the bank on your next Action turn and
play it right away. Back in business, and hey, you won some Pattern.
3. Keep Ready Resources in play and hold on to an
extra if you have space:
A. If Ready Resources is the target of a "Search and
Destroy" you should play as many important advantages as
you can that Action round, just in case you lose them all.
B. Unfortunately, it doesn't look like you can return banked
cards to your hand. Although the card isn't clear on this point,
I'll bet the rule-makers will say you can't. The card says you
can play them out from under it, not return them to your hand.
If it turns out that you can pull them out into your hand, then
keep an extra Ready Resources in the bank until the card is threatened.
Then pull out the extra into your hand the action round before
the "Search and Destroy" challenge is resolved. If
you lose the first one then play the extra next action round.
C. Otherwise, keep an extra Ready Resources in your hand if
you have space. This isn't critical because you can afford to
lose Ready Resources if you hold onto Taking Advantage, but for
the cost of one card in your hand you can be assured of having
an advantage bank on the table. Sounds like a good trade to me.
4. Stuck with only Taking Advantage:
If it takes you a long time to draw Ready Resources, or if
you lose Ready Resources to "Search and Destroy" then
you may have to discard some cards. Taking Advantage will keep
the cards rolling in, but without a bank to stash them in you
might get stuck with more than 8 in your hand during the discard
round. Oh well, the only reason you've got so many cards is because
you loaded your deck with advantages, so go ahead and discard
a few.
5. Watch out for Forsaken Decks built around this
theme:
Unfortunately this deck can easily be modified by the Forsaken
to further their ends. Load up on "Seek and Destroy"
and do what you can. Hopefully playing this deck will help you
defend against it.
6. Some thoughts on Customization:
I like to change my decks up a bit now and then. Here are
some guidelines for customizing this deck.
A. Keep 3 Taking Advantages and at least 2 Ready Resources
cards in this deck. If you lose one to "Search and Destroy"
you will be glad you kept them in.
B. If you load too many advantages into this deck, then it will
take you a long time to draw Ready Resources. This isn't a huge
problem (keep on drawin'!), but it will probably result in some
wasted cards. A few Noble Allies thrown into a big deck like
this will help out.
C. Multiples: If you want to get both Foundation cards out as
quickly as possible, keep multiples to a respectable minimum.
If you don't care so much about banking and potential waste,
go ahead and throw them all in! Just make sure you aren't forced
to draw through them all if you lose Taking Advantage.
D. Permanent vs. Semi-Permanent Advantages: Likewise, you might
try to keep advantages that are used only once before being discarded
(Semi-Permanent) to a minimum. Permanent advantages can be used
every turn, or provide generalized effects every turn and are
therefore more desirable. Remember, the reason to do this is
to increase your chances of drawing Ready Resources or an extra
Taking Advantage (if the first gets nuked). If you don't care
about wasting cards, then go for it-load up on advantages. As
long as you have Taking Advantage in play, you can toss the doubles
in the discard pile and draw another card to boot.
Total: 125 cards (as long as "Taking Advantage"
is in play, think of this as 52! :))
Although not truly a part of this deck, I received the below
strategy submission at the same time from another WOT player,
Troy. Although these
two submissions differ in many ways, I thought that Troy's suggestions
would mesh well with the optimization and customization built
into Supreme Advantage at its heart, and may aid the inexperienced
player at filling in some of the gaps and selecting your characters.
I hope this helps in your quest to vanquish the Shadow.
Being an old-school Magic player, I have tried many times
to make a "turbo" deck, one with which you quickly
cycle through your deck to get the best cards, and get them into
play. I think I have a start:
Opening Hand:
Rand II (Allegiance of choice: Andor, but just because they have
the most troops available)
Loial
Into the Fight
Political Manuevering
Turn 1: Into the Fight Loial and reinforce the
Pattern Challenge. You would have to have the Dark One's own
luck to win it, but the point isn't the pattern, but to negate
the lost card from using into the fight. Don't be afraid to convert
a pattern to get him out, you'll get it back.
Turn 2: Play Political Manuevering and send
both Rand and Loial, unless you drew something that you have
a VERY good chance of being able to play. At the begining of
your third turn, you should have 6 cards in hand, and 3 Pattern.
If you are lucky, you found a Personal Growth or Berelain to
assist in recruiting.
Other cards that would go well in a deck like this would be:
Connections (more cards)
Shattered Dreams (always nice to gain a march on the opponent)
Noble Allies (If you are drawing lots of cards, it would be a
shame to have to discard them)
Verin Sedai (ditto)
Political Manuevering (a challenge where I can't be hurt, cool)
Heron Mark Blade
Berelain
Way of the Leaf (for Berelain or a chumpy Andoran Lady)
Luck Find (deck Thinning)
Andor + Caemlyn (Politics in the Last Battle = Some Good)
Anyway, you get the idea. The core of the deck is using Loial
to help draw cards as fast as possible, then play out all your
cool stuff as fast as you can. After about 6-7 turns your army
should outnumber the opponent fairly easily. - Troy
Abelseth
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