Numb and Number
The basic idea behind the Numb and Number strategy is to make efficient use of cards of all 9 numbers to fulfil different roles throughout the course of the game. Adaptability is the name of the game, and the versatility of this deck will ensure you are equipped to handle the many different strategies you come across.
The first line of defence is to ensure the resilience of our resources. This protects against strategies that aim to attack our resources and force us to lose by running out of Oinks. As such, the strategy employs 5 Oinks of each element:
Utilising this balance to the maximum, we will have a similar distribution in our Monster Deck: each element will be allocated 5 life points for Monsters. The Monsters themselves are divided into 3 separate packages:
The Attack Package (Ashw and Ukulele):
Ding Dong Bat - Assumes a face value of 5 as part of an attack hand, 2 HP, 1 ATK
Corporal Cocky - Assumes a face value of 6 as part of an attack hand, 2 HP, 1 ATK
Feathered Armor - Assumes a face value of 7 as part of an attack hand, 1 HP, 1 ATK
Hell Swine - Adds 2 damage for each value of 5 used as part of an attack hand, 2 HP, 1 ATK
Bone Ripper - Adds 2 damage for each value of 6 used as part of an attack hand, 2 HP, 1 ATK
Smoke Ball - Adds 2 damage for each value of 7 used as part of an attack hand, 1 HP, 1 ATK
The Defence Package (Ohif):
Butthead Pup - Assumes a face value of 8 as part of a defence hand, 1 HP, 1 ATK
Blade Wings - Assumes a face value of 9 as part of a defence hand, 1 HP, 1 ATK
Armoured Horns - Cease attack to tap Wall of Rock to limit enemy player's current hand to 4 cards, 3 HP, 1 ATK
The Life Package (Esbner):
Bandit Bob - Restores 1 life to player for each value of 1 discarded from hand to grave, 1 HP, 2 ATK
Pulse Eel - Restores 1 life to player for each value of 2 discarded from hand to grave, 1 HP, 2 ATK
Stinky Ruby - Restores 1 life to player for each value of 3 discarded from hand to grave, 1 HP, 2 ATK
Octoweb - Restores 1 life to player for each value of 4 discarded from hand to grave, 1 HP, 1 ATK
As you may have noticed, each package makes use of a different group of numbers. The life package uses cards of value 1-4, the attack package uses cards of value 5-7 and the defence package uses cards of value 8-9. Having each number value dedicated to a specific role allows us the versatility to face most kinds of strategies our opponents may throw at us.
During the game:
The ideal way to play this strategy is to use the attack package to deal chunks of damage , hold high-value cards for blocking , and use low-value cards to heal any damage received by unblocked attacks . The deck is resilient on the Oink front as well, and can switch to an Oink destruction strategy in the late game if the situation calls for it .
A typical board state for the Numb and Number Strategy
The main win condition of this strategy is to use the combo of the attack package to deal hard-to-block, large chunks of damage with solo or twin attack hands. The combo works like this:
- An Ashw monster and a Ukelele monster are in play, for example Hell Swine and Ding Dong Bat.
- They both are relevant to the value of 5 (Hell Swine’s ability increases attack damage by 2 for each value of 5 in the attack hand, Ding Dong Bat assumes a face value of 5 as part of an attack hand).
- Using a single value 5 card from hand, we can simultaneously use Hell Swine's and Ding Dong Bat’s abilities to deal 6 damage to our opponent (or one of his monsters).
Most of the time, we will be using single cards to make these attacks, but using the same combo, a twin 5 in our hand becomes a triplet for 9 damage, and a triplet 5 in hand becomes a power hand for 16 damage. Turning singles into twins and twins into triplets makes blocking especially difficult for our opponent, and the added damage from the Ashw monsters makes the most out of it. Our Ashw and Ukelele monsters should be placed in the Monster Back, as we are utilising their abilities, and do not require them to defend or directly attack. As they are the core of our win condition, they need to be protected by other creatures in the Monster Front.
In order to get to the point where we can begin pulling off such combos, we need to withstand the attacks of our opponents. This is where the defence package comes into play. Essentially, we will be fending off attacks from our opponents until our attack package can be set up, and our defence package is there to assist us. The defence package consists of three Ohif creatures, 2 to assist in blocking (Butthead Pup and Blade Wings), and one to protect our other attack package creatures (Armoured Horns). We aim to hold all our high face value cards for blocking. Butthead Pup and Blade Wings will allow us to turn our single 8 or 9 value cards into twin defence hands. If we reserve our high value cards for blocking, we should be able to block most of our opponents’ low-level attacks with the help of the defence package. As the game progresses, we should be attempting to place Ohif cards into the charge bar as well, in order to block more powerful attack hands.
The Blockers and the Shield
Armoured Horns does not assist in blocking, but his large HP allows him to be an effective shield for our more essential monsters. Additionally, if we have the Wall of Rock spell card, Armoured Horns can cause our opponents to be unable to form high-powered, 5-card attack hands, as well as less likely to form effective attack/defence hands (by virtue of them drawing fewer cards each turn).
It is inevitable that we will receive damage over the course of the game, either by difficult-to-block attack hands, or simply by not drawing the right cards for defence hands. To mitigate this effect are the 4 Esbner monster cards in the life package. The principle behind the life package is that we do not want to use our weak cards (face value 1-4) for attacking or blocking, as they will be ineffective - our attacks should be difficult to block, and our blocks should successfully block most attacks.
Therefore, to obtain utility from these lower value cards, we can repeatedly discard them. One of these ways is through the life package, that basically turns the lower value cards back into life, to help us withstand attacks and stay in the game. If our life total is not dangerously low, we can place these Esbner monsters in the Monster Front as shields to protect our attack package, or even use them to directly attack, as most have an attack value of 2.
Our Oinks are rather resilient against strategies that aim to win by stealing or destroying ours. Having 5 of each makes our opponents have to put in more work to make us lose on that front, as long as we are prudent with summoning our creatures. Having an equal balance of Oinks also allows us to not have to be concerned with rapidly using cards for defence: we do not have to fear decking out and losing by lack of Oinks. This also supports our life package, as we have to keep discarding cards to maintain a comfortable life total.
Having the freedom to discard cards freely allows us to easily move our monsters higher up the Spirit Meter rapidly. Also, having an almost equal number of creatures of each element allows us the opportunity to both use the spirit blast function of the spirit meter to attack our opponents Oinks (which is a contingency plan to close out the game if our attack package fails), as well as replenish Oinks of the different elements in a consistent manner.
There are some weaknesses in this strategy that our opponents can use to our disadvantage. The first major weakness is our reliance on our monsters, specifically on our attack package. If our opponents are able to unleash unblockable attacks on our combo pieces, we are left with not much option, except to move to our contingency plan of winning by destroying Oinks. Our opponents may also attempt to destroy our defence and life packages before we are able to actually use them to stabilise set up our strong defence.
Another weakness is that limiting cards of each face value to a certain role can potentially be ineffective. For example, following this strategy faithfully, we would hold on to our 5-7 face value cards for attacking, when in certain situations it may be wiser to use them for defence. This problem can be mitigated by a good understanding of the board state, as well as alternate lines of play that we may have to resort to. However, this still does not retract from the fact that this strategy requires cards of certain value to make effective attacks, and cards of other values to make effective blocks. This stringent requirement ironically goes against the strategy’s idea of being versatile and adaptable to different situations.
While able to adapt to different enemy strategies, it is hampered by its own weakness of being too reliant on specific card values and its over-reliance on its monsters and combo pieces.
- Last edited Fri Mar 10, 2017 5:07 pm (Total Number of Edits: 8)
- Posted Fri Mar 10, 2017 11:58 am