Revolution Batista Strategy Guide
by Adrian Ho
Revolution is here to stay, with new card types, new abilities, and new rules. So what better way to start playing the game than with a strategy guide for a Batista killer deck!
Firstly, let’s have a look at the new rules, or mainly, the Aggression Rule:
If your turn ends for any reason without you playing a Maneuver, overturn 6 cards.
Now here’s the entire logic and strategy of the deck in a nutshell:
Batista Ability removes cards until opponent has no cards in Hand
Opponent has no cards in hand = no maneuvers to play.
No maneuvers to play and end turn = OVERTURN 6 CARDS
Yes! That will teach people to go up against the Animal! Here is Batista’s ability:
Batista (Superstar Card)
Starting Hand Size: 9
Superstar Value: 5
Superstar Ability:
Successfully play a Throw: your opponent puts 1 random card from his hand on the bottom of his Arsenal.
Since Throws make your opponents’ hands smaller, Throws are our friends. Also, take note that this ability can be used multiple times in a turn, making him a very effective killing machine if your opponent cannot stop your Throws.
BACKLASH DECK (12)
Pre-match and Mid-match cards are arranged most important first. Try your best to start first, as he who starts first, pounds first. Explanations below.
Pre-match (6)
* Ring Psychology: Throw x 1
- MUST Play. Once you’re able to use this, you will replenish your hand quickly.
* <WWE logo> Heavyweight Title Belt x 1
- This is great as it reduces your opponent’s Hand by 2 at the start and makes your job easier.
* Underestimate the Competition x 1
- The 8 cards overturn will always be more worth it than the reversal damage you will take during the game.
Ring Psychology: Assault x 1
- Good hand recovery from Ringside, able to recover a Throw to hit again.
<WWE logo> Intercontinental Title Belt x 1
- Good card Drawing, but not necessary, as the top 3 are the best Pre-match against all.
Hardcore Hell x 1
- Filler card, but good as I have some irritating non F:0 cores that mess up opponent’s hand.
Mid-match (6)
A Thousand Years of Anger x 1
Talk is Cheap x 2
I Can Do Anything I Want x 1
Keep Your Eyes Open or it’s Game Over x1
Fall-Away Suplex x 1
No explanation needed for Reversals. Fall-away Suplex will rarely come out, unless you somehow happen to run out of maneuvers. This is for emergency use only.
ARSENAL (60)
Superstar-specific (7)
The Animalistic Clothesline x1
The Hanging Tree x1
The Guardian Powerslam x 1
Inside this Pit of Danger x 1
I’ll Chew Them Up and Spit Them Out x 1
The Evolved Spinebuster x 1
The Demon Bomb x 1
ALL superstar specifics for Batista are staples in the deck. They are too good! As for the rest of the cards, especially F:0 cores, I decided to pack in 6 of each. 3 for offense, 3 for defense. The D:1 maneuvers are excellent reversals against cores, and D:7 being the most devastating cores. Also, D:1 as maneuvers will punish opponents who do not pack them.
F:0 Assault Cores (6)
Slap x 3
Big Boot x 3
- 3 Slaps for Defense and 3 Big Boots for Offense.
F:0 Hold Cores (3)
Chicken Wing x 3
- 3 Chicken Wings for Offense. In this case I am using the Non F:0 Hold for Defense.
F:0 Throw Cores (12)
Headlock Takedown x 3
Inverted Atomic Drop x 3
Double Leg Takedown x 3
Belly to Belly Suplex x 3
- Throws work with your Superstar ability, so the more throws the better. I packed smaller throws because they are easier to hit, and against opponents who do not guard against them, can find their hand being depleted very quickly. Alternatively, I can use them as defense as well, so it’s a win-win situation for me to pack them.
Non-F:0 Hold Cores (6)
Chin Lock x 3
Only One Solution: Revolution x 3
- Chin Lock for hand disruption purposes. OOS: Revolution is for ultimate core reversal! It is too useful.
Non-F:0 Throw Cores (3)
Snap Mare x 3
- Good discard mechanic. Being a Throw helps too!
Assault Means (3)
Knee Lift x 3
- Good discard mechanic. Also, playable after a D:7 card goes through.
Throw Means (2)
Back Breaker
- Card ability replaces itself, with a minor ability to choose from 7 cards.
Throw Colossal (3)
Press Slam x 3
- Card ability replaces itself, and to search for ANY card, including uniques! Excellent!
Reversals (9)
Inertia x 3
I Won’t Be Beat Tonight x 3
Why Won’t You Kiss my A%$ x 3
- Based on the maneuvers of this deck, you’ll only be afraid of Momentum and Colossal Cards, and Antics. These reversals will take care of them nicely.
Antics (6)
Forget the History x 3
A Spirited Turn of Events x 3
- Discard and Overturn. No explanation needed. If you reversed any Means, you would’ve discarded cards and you will be able to use “Forget the History” to force opponent to discard MORE cards and give you back the advantage.
Strategy:
The amazing thing about this deck is that all you need to remember is to use your ability whenever you successfully play a Throw. Believe me when I say that this deck plays itself. Also, once you have an Assault and a Hold in your Ring Area, Ring Psychology: Throw will kick in and you will start to draw back a card after each throw, giving you the opportunity to land even more Throws on the opponent. In no time at all your opponent will deplete his hand and that’s where he or she will be in trouble as there will be a chance of him taking Aggression Damage!
To maintain control in your game. Firstly, deplete your opponent’s hand. Once his hand is depleted, you can relax a little, and hit with a Throw a turn to maintain his lack of hand size. You can hit with more than one maneuver a turn, but be sure to keep a Throw in reserve for the next turn, in case you are unable to draw one.
As for metagaming, there is no need to meta. If you’ve noticed, all other superstar abilities enhance their superstars, but Batista HURTS others. They have to meta against you instead. The only exception is Sabu, with a similar ability to hurt others. However, his ability requires discarding a card to activate. Yours is free! Also, if Sabu runs out of cards in hand, he cannot use his ability on you anyway.
Use him, abuse him, and rule the playing field!
|