Post by Spidaman on Sept 7, 2014 21:08:52 GMT -5
So have you heard the term churning and not understand what it means. Well I don't know who coined this term in the dice masters community but lets get down to the basics. "Churning" seems to have a few different scenarios. First lets look at a few cards that do this.
Gearing Up
Gambit - Ace in the Hole
Ghost Rider - Brimstone Biker
Beast - Mutate #666
Nova - Quasar
The easiest way to explain this term is drawing / cycling your dice to gain an advantage. The most common effects seen in the game have been effects like Mutate #666, where you draw a die from your bag and put it into your prep area. This allows you to either pull your character dice you have bought, or thin out your bag by drawing your recruits. Both accomplish the same goal and either allow you to field more characters or draw more energy to help buy those higher cost dice in your lineup. Churning is easily one of the strongest concepts in this game. It's just like any regular TCG draw effect. The more cards you draw the more advantage you have over your opponent.
The other, lesser common effect, seen in the game is Gambit - Ace in the Hole. His roll effect applies immediately which can effectively be stronger than the others because it can just win you the game by drawing that last bit of damage you needed. This is why I feel he is a really strong card and is usually found in lineups that don't have all of the strongest Super Rare cards. Another strong card that is used a lot is Mutate #666. First of all his cost is the cheapest in the game. Secondly you can combo the effect with Distraction. You can block with him and if he would be KO'd you could pay 1 mask and remove the attacker but still gain the effect. This is explained in the FAQ.
Gearing up is one of the most commonly used Basic actions. It does however play with the more control type decks and doesn't fit really well with the rush decks in my opinion. It is however possibly the strongest churn effects out right now.
So to churn or not to churn? That's the big question. Honestly I haven't gotten to play-test any of these do to my limited amount of playtime. My lineup is really rushy with Longbow and Goblin Lord. I have however played against them and I definitely see there potential. So my advice is if you are playing a rushy deck and you want to churn I would suggest something like Ace in the Hole or Brimstone Rider. These are decent cost dice and have decent stats to help push damage.
Gearing Up
Gambit - Ace in the Hole
Ghost Rider - Brimstone Biker
Beast - Mutate #666
Nova - Quasar
The easiest way to explain this term is drawing / cycling your dice to gain an advantage. The most common effects seen in the game have been effects like Mutate #666, where you draw a die from your bag and put it into your prep area. This allows you to either pull your character dice you have bought, or thin out your bag by drawing your recruits. Both accomplish the same goal and either allow you to field more characters or draw more energy to help buy those higher cost dice in your lineup. Churning is easily one of the strongest concepts in this game. It's just like any regular TCG draw effect. The more cards you draw the more advantage you have over your opponent.
The other, lesser common effect, seen in the game is Gambit - Ace in the Hole. His roll effect applies immediately which can effectively be stronger than the others because it can just win you the game by drawing that last bit of damage you needed. This is why I feel he is a really strong card and is usually found in lineups that don't have all of the strongest Super Rare cards. Another strong card that is used a lot is Mutate #666. First of all his cost is the cheapest in the game. Secondly you can combo the effect with Distraction. You can block with him and if he would be KO'd you could pay 1 mask and remove the attacker but still gain the effect. This is explained in the FAQ.
Gearing up is one of the most commonly used Basic actions. It does however play with the more control type decks and doesn't fit really well with the rush decks in my opinion. It is however possibly the strongest churn effects out right now.
So to churn or not to churn? That's the big question. Honestly I haven't gotten to play-test any of these do to my limited amount of playtime. My lineup is really rushy with Longbow and Goblin Lord. I have however played against them and I definitely see there potential. So my advice is if you are playing a rushy deck and you want to churn I would suggest something like Ace in the Hole or Brimstone Rider. These are decent cost dice and have decent stats to help push damage.