I appreciate the comments on this video. For those who have more ideas and/or thoughts on the topic please don't hesitate to comment them below. I will be doing a part 2 on this video in a week or two. I want to take time to think about this topic in further depth. I actually enjoyed videos like this where I go into topics like this and encourage dialogue.
Thanks so much for this. The weiss content in YT geared towards getting better at play has been lacking. Would love to see more vids like these. Maybe a tricks and tips for intermmediate lvl players next?
One way to think about card advantage in Weiss is to set some invariants and project forward what happens to your resources as a result. For example, suppose that every turn cycle you clock 1 card, only play 3 characters, reverse all 3 lanes, and your opponent always reverses your 3 lanes on their turn. Under those simplistic assumptions, every turn you are drawing 2 cards (+2), playing 3 cards (-3), and taking 1 damage. That means you are losing 1 card per turn cycle and also damaging yourself in addition to any damage dealt by your opponent. This is your baseline, and obviously this is not sustainable over the course of several turns. Now consider how the baseline shifts when an invariant is broken in one turn cycle. These are all independent scenarios; if multiple happen in the same turn cycle, just add them up. - One of your lanes survives without your doing anything (i.e. your opponent couldn't field something large enough to reverse it). You can now play one less card, so you go from -1 to 0 for that turn cycle. If two lanes survived, you went +1 that cycle. - You brainstorm and hit 1. That brings you to +0 for the turn cycle. - You play a climax, which is an extra -1, but your combo gains 3 cards, so now you are +1 for the turn cycle. Etc. Then you can start considering consequences of these results on later turns. For example, if you go +1 for a turn cycle, you can maybe not clock the following turn since you already got the extra card. Or if you can project that your opponent will be unable to reverse any of your lanes on their turn, maybe it's worthwhile to play an extra card or two this turn to ensure your board is that strong. Note that this model doesn't consider paying stock as a plus or minus per se, but you can modify it to account for that, although I wouldn't necessarily put it at 1-to-1 with cards in hand. (Like, I don't think paying 1 stock for a brainstorm that hits 1 should be considered +0.)
When I’ve heard the term “card advantage” it’s generally been in the sense of “number of cards in hand & on board” (with the baseline being playing 3 characters a turn); stock and hand quality are important but I’d consider them separate concepts. For plussing combos, one thing to note is that most of the time, playing the climax itself is a minus, so they only start plussing once you have 2 or 3 copies. (Being able to play a cx without minusing can be good in itself, but again that’s separate from card advantage.) 8:18 Worth noting that hand encore itself is neutral (it’s basically the same as playing a costless character to the stage); where it can potentially become a plus is if the opp can’t answer that character a second time, and then it survives the next turn. Though also, a character surviving is only a plus if you then attack with it (or do something else productive with it) rather than just playing over it (for example with your finisher). 12:10 Having more stock doesn’t inherently make your deck more compressed; you have to be able to ensure that it’s relatively clean as well. 13:07 You need 10 stock going into the turn, not 12, since they’re on attack.
Thank you for the additional information. This will be good to add upon. I wanted this video to be a short and condensed discussion. I do think Stock is a part of card advantage as that gives you more resources to committ to playing. I did noticed I missed some key nuances but I appreciate your follow-up. I probably do a follow-up on plussing combos later. I just wanted to give an overview about Card Advantage in Weiss as this is one topic that hasn't been discussed on youtube, and would be a good topic to discuss for newer players.
Having more stock does help, Sinon for instance dealing damage in groups of 4 meant it struggled against good compression, so having 2/3 extra stock for a stock swap effect makes it more consistent. Modern deck would be Ne from Puzzle Dragon. Technically can triple combo with 7 stock, but having 3 more for stock swap makes it more deadly if you can afford it.
I appreciate the comments on this video. For those who have more ideas and/or thoughts on the topic please don't hesitate to comment them below. I will be doing a part 2 on this video in a week or two. I want to take time to think about this topic in further depth. I actually enjoyed videos like this where I go into topics like this and encourage dialogue.
Thanks so much for this. The weiss content in YT geared towards getting better at play has been lacking. Would love to see more vids like these. Maybe a tricks and tips for intermmediate lvl players next?
One way to think about card advantage in Weiss is to set some invariants and project forward what happens to your resources as a result. For example, suppose that every turn cycle you clock 1 card, only play 3 characters, reverse all 3 lanes, and your opponent always reverses your 3 lanes on their turn. Under those simplistic assumptions, every turn you are drawing 2 cards (+2), playing 3 cards (-3), and taking 1 damage. That means you are losing 1 card per turn cycle and also damaging yourself in addition to any damage dealt by your opponent. This is your baseline, and obviously this is not sustainable over the course of several turns.
Now consider how the baseline shifts when an invariant is broken in one turn cycle. These are all independent scenarios; if multiple happen in the same turn cycle, just add them up.
- One of your lanes survives without your doing anything (i.e. your opponent couldn't field something large enough to reverse it). You can now play one less card, so you go from -1 to 0 for that turn cycle. If two lanes survived, you went +1 that cycle.
- You brainstorm and hit 1. That brings you to +0 for the turn cycle.
- You play a climax, which is an extra -1, but your combo gains 3 cards, so now you are +1 for the turn cycle.
Etc.
Then you can start considering consequences of these results on later turns. For example, if you go +1 for a turn cycle, you can maybe not clock the following turn since you already got the extra card. Or if you can project that your opponent will be unable to reverse any of your lanes on their turn, maybe it's worthwhile to play an extra card or two this turn to ensure your board is that strong.
Note that this model doesn't consider paying stock as a plus or minus per se, but you can modify it to account for that, although I wouldn't necessarily put it at 1-to-1 with cards in hand. (Like, I don't think paying 1 stock for a brainstorm that hits 1 should be considered +0.)
When I’ve heard the term “card advantage” it’s generally been in the sense of “number of cards in hand & on board” (with the baseline being playing 3 characters a turn); stock and hand quality are important but I’d consider them separate concepts.
For plussing combos, one thing to note is that most of the time, playing the climax itself is a minus, so they only start plussing once you have 2 or 3 copies. (Being able to play a cx without minusing can be good in itself, but again that’s separate from card advantage.)
8:18 Worth noting that hand encore itself is neutral (it’s basically the same as playing a costless character to the stage); where it can potentially become a plus is if the opp can’t answer that character a second time, and then it survives the next turn.
Though also, a character surviving is only a plus if you then attack with it (or do something else productive with it) rather than just playing over it (for example with your finisher).
12:10 Having more stock doesn’t inherently make your deck more compressed; you have to be able to ensure that it’s relatively clean as well.
13:07 You need 10 stock going into the turn, not 12, since they’re on attack.
Thank you for the additional information. This will be good to add upon. I wanted this video to be a short and condensed discussion. I do think Stock is a part of card advantage as that gives you more resources to committ to playing. I did noticed I missed some key nuances but I appreciate your follow-up. I probably do a follow-up on plussing combos later. I just wanted to give an overview about Card Advantage in Weiss as this is one topic that hasn't been discussed on youtube, and would be a good topic to discuss for newer players.
Having more stock does help, Sinon for instance dealing damage in groups of 4 meant it struggled against good compression, so having 2/3 extra stock for a stock swap effect makes it more consistent. Modern deck would be Ne from Puzzle Dragon. Technically can triple combo with 7 stock, but having 3 more for stock swap makes it more deadly if you can afford it.