it just doesnt seem that great to me because so often can hurt yourself more then your oppenet since may have to play when dont want and by so many posts seems like it is exstremely popular in decks
why is Valar Morghulis such popular plot card?
This should be in deck-building, but the simple answer is that the game is designed to accommodate multiple board "resets". Otherwise, the complexity of interactions becomes very difficult to keep track of and even very experienced players lose the handle on possible outcomes. A reset allows you to "simplify" the board, and Valar in particular is not "Cannot be saved" and so allows the initiator to leverage save effects such as Bodyguard, duplicates, the many Greyjoy saves, Unburnt, etc. Since you can plan your reset, you can ensure that you are (generally, unless playing vs. Greyjoy) the most equipped player to deal with it.
This gives you a fresh board within which you should have board advantage over at least half of the other people playing, a simpler game and, since it's probably occurring turn 3 or turn 4, a clear path to victory!
It's worth mentioning that there are means of interacting with Valar to prevent you from suffering its 0 claim (by flipping a new plot card, or using +claim cards such as Arianne Martel / the Red Viper) - it does not force you to avoid initiating challenges, only makes them unrewarding from a claim perspective. Likewise, you still "win" challenges and so can trigger responses such as Superior Claim.
You will also find that a very common strategy in Melee is a power rush (out of Baratheon, usually), which is most effectively countered at a macro level by Valar, forcing the killing of multiple characters. Even saved characters, after a Valar, have limited options - because the opponent has a smaller board, military claim has much more effect in the subsequent round, as do any generic "owner's choice" kill/discard effects.
But, honestly, I include resets primarily to prune the board and let me know what all is going on.
You don't have to reveal it if you don't want to.
Remember that a lot of the posts and decks you will see on the boards are made by people who play competitively. And honestly, most competitive Joust games don't go 7 plots. It's kind of unusual for them to go more than 5. Plus, you know, if you are far ahead, you can probably end the game before having to reveal it - and if you are behind, resetting the number of characters for both players to 0 gives you a fighting chance.
Ultimately, that's why it is so popular. If your opponent runs out to an early lead, it is better to have the "equalizer" and not need it than to need it and not have it. There are also a lot of builds where you plan for it. You build in saves so that you can keep your characters when you reveal it - because you do control when it happens. A lot of decks are built to leverage save effects in such a way as to make Valar one-sided.
You might get better answers to this question on the deck-building board. People are apt to talk about why they do and don't like it in greater detail there.
okay thanks for the quick response…im a brand new player and just started building decks and playing so havent gotten to the skill to finish games quicker and just got expansions yesterday to build decks with copies so guess if you have exstra copie on all ur unquie players and use it be great way to give u an advantage.
mnBroncos said:
okay thanks for the quick response…im a brand new player and just started building decks and playing so havent gotten to the skill to finish games quicker and just got expansions yesterday to build decks with copies so guess if you have exstra copie on all ur unquie players and use it be great way to give u an advantage.
When my buddy and I played our first few games, we regularly sawed through the entire plot deck and halfway out the other end before victory - we also viewed Valar as an annoyance, as one of us would end up forced to play it on Turn 7, sweeping the board since we didn't really understand about save/cancel, and the core deck has no dupes anyhow…
mnBroncos said:
While you are gaining that experience, though, keep in mind that a lot of what you will find on the discussion boards are from people who have been playing a long time. The view on the board is very skewed toward 1-on-1 play at an experience level fairly advanced from the Core Set decks. So take what you find here with a grain of salt.
Competitive Melee games last 3-4 turns, in my experience (I've seen a turn 2 finish once). As for Joust games, I've played games lasting for 2 (that was not a concession, by the way) to 11 turns (with my opponent going through his plot deck twice). Seeing the whole plot deck is not that uncommon (but not a general rule), but it very much depend on the matchup (and the use of Bungled Orders).