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Thread: Mono Gearsmith

  1. Default Mono Gearsmith

    Hey,

    One of my friend's options for Nationals is Mono Gearsmith. Do you think that this is a viable option for him to run? So far, only one deck that the 3 of us have built have taken it down and it was just a Mono Banker deck that made it stall out over 45 minutes an the Banker deck won by having a ton of health.

    COMMENT, RATE, APPRECIATE.
    In Nomeni Patri Et Fili Spiritus Sancti

  2. #2

    Default

    one thing you might be wrong who one that for 2 reasons

    1 if there is no winner at the end of time in the regular rounds its is a draw

    2 if there is no winner in the top eight round the winner if the person that inflicted the most damage no longer the person with the most influence
    STE Points :2
    Won Items :
    1 Ipod suffle

  3. Default

    Quote Originally Posted by waiya
    one thing you might be wrong who one that for 2 reasons

    1 if there is no winner at the end of time in the regular rounds its is a draw

    2 if there is no winner in the top eight round the winner if the person that inflicted the most damage no longer the person with the most influence
    I am very glad that these changes were made.
    Anyway, what do you think about mono gearsmith as a deck?
    In Nomeni Patri Et Fili Spiritus Sancti

  4. #4

    Default

    I think its work able so long as mono-gear decks cards to deal with the things that will wreck it.

    case in point banker and warlord have an advantage over gear because of its advantage as a check and balance.

    think of it this way.... what is gear great at? resource acceleration, cost reduction, and cheap fast guys.

    those three create a synergy that nearly always is the focus of a gear deck.

    either A. use resource acceleration to be able to play a lot of cheap fast guys.

    or B. use cost reduction to make your cheap guys even cheaper so you can play more of them.

    the weakness of this advantage is 2 fold

    1. since every thing is sooo cheap, the deck tends to burn out its hand quick and spend a turn or 2 refilling.

    2. the cheap guys are fast to play and usually have a good 4spd average but that comes at a cost of low life and low str... in general. their are a few exceptions to this but for the most part this is true.

    all told the weakness is the dependence on cheap guys that flood the board. this is where warlord/greed can capitalize

    greed... dept. of rejections = kills search (so prototype, basic node become cost prohibitive)
    walk the plank= death to most of the staple gearsmith characters, whit as little as 2 greed in play.
    also adding that most greed characters tend to have higher life, in most cases of battle gearsmith cant even hope for a trade unless they devote 2 characters to a block/attack to greed's 1


    Warlord.... watchtower= even though outside the "seed only" meta this card loses a lot of power, I can almost guarantee this will show up in at least a few decks, and once it his the board it neuters most of the mono gear staples.

    foecrusher/spitting sarume/shriever attack/ ect.ect.ect= warlord just has a huge advantage as they can play so many characters that can and will kill at least one or more gearsmiths... just for coming into or leaving play.

    also to an extent rogues have an edge up with muddle bugs and so many cheap kills that are based on life of the target being low. while being still being able to match gearsmith's character speed

    mono gear is not helpless though as there are cards in gear that can combat this weakness such as
    runic reinforcement , to combat direct damage and those pesky dragon archers

    mysterious invasion, when your numbers are being beaten by brute

    hidden sandwich, little expensive but great when you absolutely need to keep a guy on the field.
    Last edited by waiya; 07-30-2010 at 04:33 PM.
    STE Points :2
    Won Items :
    1 Ipod suffle

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