Opposite Day Tournament Suggestions

By Baranor2, in UFS General Discussion

Everyone has said it.

"But, it's opposite day!"

For about a week or so this phrase has been stuck in my head related to UFS. We players spend all of our time looking to build the best deck based on the symbols we see on a character. If we choose to dual or tri-symbol in a deck we must delicately balance the cards that we put into the deck. Once at the tournament and the round officially begins, we see our opponent's character and our mind starts to go to work. He's playing Donovan. . . Is it Feline Spike or Mega Spike? . . . Will it loop rejections or use Irina Spinta to lock me down? The highest level players know within the first couple cards being played 90% of what the deck will be. I think that is the great challenge of UFS to build a deck that will throw off an opponent and really make them think about what they are playing. As the scout, I'm also interested in keeping it fresh, hence opposite day. What if you had no idea what your opponent would throw at you? What if the only rule was that there were not rules? Ok, so not that far, but maybe some of you have figured out what I am hinting at.

Could there be a tournament where the only rule was that your deck had to be constructed of cards that your character did NOT share a symbol with. Not one. As soon as I got to this I jumped to the conclusion that many of you have just jumped to that that would allow a tremendous number of cards with which to build and create some crazy synergy. My supplemental rule was that the cards in your card pool could also not share a symbol. This would limit you to a maximum of 3 cards per turn if you had perfect luck. Perhaps that is too small or perhaps it would make things interesting. Another thought was that at most two cards could share a symbol allowing a larger build, but still maintain a restriction. What do you the players think? I want to run this tournament, but I want to hash out the rules first. Also, if someone decides to run a tournament like this or already has, could you please let me know? Thanks.

i would say that no cards sharing symbols is too harsh. it would make the game stagnant. I like the idea other than that though.

I think that symbols shouldn't have to match in the card pool. It's opposite day, ergo the rules should mostly be in direct opposition to "normal" tournament rules.

People would just run Elena and go to town.

Cascade said:

People would just run Elena and go to town.

elena and a bunch of seals would be scary.

Oh GOD no. There's a reason resource symbols exist, and it's to prevent things like, I dunno, the new promo Ken with Zhao Daiyu's Poison Touch...

You won't be limited to three cards a turn because building an entire deck out of cards that don't share a single symbol with you isn't all that hard. It's actually pretty easy as of late (where entire characters' supports share all three with the character).

You will be limited to three cards a turn, as there are twelve resource symbols in the game, and 3 on your character means 9 to use in your deck.

A second clause of this format is that cards in your card pool cannot share any symbols either, so as soon as you play 1 card then that's another 3 symbols gone, so 6 left.

When you play the second card, 3 left.

After the third card, none left.

Reading is FUNdamental.

Wonderful, so you want 3 hour games, then?

Personally I would flip card values to get opposite day. Have all cards control and difficulty be switched. Switch the speed and damage values on all attacks as well. To me that makes the most sense for 'opposite day' The resource symbol idea is good but really it is going to drag the game to a crawl so bad because it will be hard as heck to play past card 2

Problem with switching control and difficulty is that decks with only attacks can happen. And suddenly 1CC is a ridiculous thing.

The max 3 cards a turn is clearly not the way to do this, but what about the provision that a symbol may not appear more than twice in your card pool? I think that would create a challenge for people. The decks would have to be very diversified and the turns would have to be calculated. I feel like it would be tougher to pull of combos and this isn't mean to be for max level competition, but for a fun challenge. Any more thoughts?

An interesting thing that I thought of would be to change all contral values from their printed values to seven minus the printed control. So a six would be a one, a five would be a two, etc. It would turn the game into an orange card war from the grey war. Only foundations that are really great (and possibly have a three or four check) would make it into the deck (unless that LotM or Chester's Backing is really worth the one check).

guitalex2008 said:

Wonderful, so you want 3 hour games, then?

Most of us do enough of that with Death/Evil Mill decks or even Good/Earth Damage Null decks

How about all foundations are commited at the start of each turn, and you uncommit them to pay CC costs, that could be interesting! Totally screw over First F's! Of course using abilities on the card still requires you to commit them (if its in the cost)

Why just make it so it can't match the previous (rather then any) card in the card pool. Then you're not limited to just 3 cards.

I would also suggest that anything that is "character only" becomes "character excluded".

So anyone EXCEPT for Adon can use Jaguar Thousand, etc...

aslum said:

Why just make it so it can't match the previous (rather then any) card in the card pool. Then you're not limited to just 3 cards.

I would also suggest that anything that is "character only" becomes "character excluded".

So anyone EXCEPT for Adon can use Jaguar Thousand, etc...

stamp of aproval.

an idea that came to me about playing opposite would be get a character that has no opposing symbols on themselves, then pick one symbol to play on but pick and play cards of the opposite?

Hilarity could ensue.

Any character with Air/Death/Water is automatically mediocre tier, because they can't play Ibis Minuet. If this is block 2/legacy, which are already the fun zones of this game anyway.

You could modify the "No shared resources with preceeding cards" rule to "No shared resources with preceeding cards, UNLESS one of the symbols on the card being attempted is the opposite of one on the previous card" -- so you can play an Order/Void/Water card, then an All/Death/Earth card, and then an Air/Evil/Fire -- because Air and Earth are opposites.

One pressing question is wtf to do with Infinity, though. Seriously, it's a huge monkeywrench in this whole business of opposite symbols and whatnot. You can play up to 9 Infinity resource cards or FOPs in one turn even with the no-matching-resources rule

My personal vote would be to just "say no to infinity." It's what we did with the Path of the Master series for resource restrictions, so we can do it again.