A Revolution Is Coming…And I Couldn’t Be Happier
by Matthew Hatcher
Well, all I can say is wow. This was not an easy thing to be a part of, this Raw Deal Revolution. As I write this, and having spent time reading fan sites, group lists, and even personal discussion, I am not sure my views will even matter.
There is definitely a ‘beast of burden’ being involved closely with this development. A lot of opinions and views expressed after the spoilers aren’t too far off the path I went down sometime before GenCon Indy 2006 when Mike and Barron sent Fish & I the initial list for Revolution. But having invested the most time playing and working with this set than anyone not named Toth or Foley, I can either try to give some perspective on this process and hope people understand, or just be ‘flamed’ for towing the company line.
Oh well. Believe as you will, perception may not be reality at times, but it is far more powerful. I would encourage everyone to keep an open mind and give this a shot – it is fun. It is different. But it is fun, and that is why we do it. With Revolution, hopefully we will be able to do it with more people.
I went through some mental anguish with this set. There is my ‘assignment’ - that is to try and make the set better and make it work. That is the role of play tester at the end. Not to name cards, design things, it really is just to take the cards at face value and try to make them work.
This was not easy – as the ‘face value’ component was new. And sleeving 70+ proxies for 8-10 different decks is a chore. In past play testing, it was easy to find the building blocks of a deck within my own collection (especially when you consider how much I buy and the 1000+ copies of basic reversals in that collection). Not this time. I looked at the cards and went through the basics that we are all reading about now:
Why new card types?
Well the answer to this one I bought into with reluctance. I thought the same way, why new maneuver types? Well, in wanting to design this revolution with the reversal functionality, if the core maneuvers (which is the 1st concept I loved which I will explain later), there was no way to facilitate this change without a block format or totally red-walling All Axxess (AA) or Afterburn (AB). Think about this:
Assault = Strike
Throw = Grapple
Hold = Submission
If we had made:
Collar & Elbow Lock Up (revolution logo)
Submission / Reversal: Grapple Printed 1-7D
0F 1D
This would kill AA & AB. This concept, though revolutionary, would be a nail in the coffin for agro in older formats. This would allow a higher reversal base for 0F maneuvers in AA or AB, and it would then require the construction of a block type format banning Escape Move, Revolution of the Mind, or Unexpected Turn of Events. This hypothetical card above (with its intentions) would have drastic consequences to AA and AB.
Now, you could have not gone this route with the maneuvers being your basic reversals (in theory). Sure, but then we would have went back to the maneuver types we are used to. Then we would have just published the ‘basic’ maneuvers for each one: Front Chancery, Superkick, Double Underhook Back Breaker. If the goal is to attract new players and eliminate existing mechanics – there would be no chain, heat, volley, Raw, or SD maneuvers. Who really wants to open a pack and get another superkick?
The reason I like the concept of the maneuvers acting as your reversals is because it can and will free up deck space. And there are too many reversals in AA & AB today as is. And it simulates wrestling. In theory, if I was in a wrestling match with Kevin, and he tried to slap me, yeah, I could just duck out of the way. But most likely, if I do not want to be ‘hit’ by his maneuver, I am going to counter it with my own maneuver. That is why I agree with this concept.
Core, Mean, & Colossal
This is fun. It opens up a lot of opportunity for reversals, and mechanics, for the concept of the game – wrestling = maneuvers. There is nothing wrong with trying to take the game back to this concept. I would venture to say that the majority of people play Raw Deal because:
They enjoy card games
They enjoy wrestling
They enjoy simulating wrestling in a card game
The game has evolved beyond a ‘wrestling card game’ and turned into more of a traditional card / strategy game with wrestling as the back drop. This step for Core, Mean, and Colossal is an attempt to make the game Old School.
Targets
Yeah they are not explored yet, but wow. How many RD’ers out there play wrestling video games? While digesting my turkey dinner on Thanksgiving, I cracked open my new Raw vs. SD 2007, and you can believe when I was wrestling as Benoit I went for your head and back to set up my Cross-face. What possibilities rest in the future? We shall see. I have thrown out some concepts as how different body parts relate to a game (arm attacks affect hand advantage, body attacks limit your maneuver damage, give mine bonus, etc.). There is a logical way to relate wrestling and card games with these targets. Cannot wait to see them.
Antics vs. Actions
This was a tough one to swallow. But the answer for the change was simple: If we left them actions, and try to create a new ‘base’ set for the game, we would have either:
Reprinted cards like roll out of the ring – again
Had to make them ridiculously over powered compared to a basic card like roll out of the ring, and leave them as actions to have them see play.
By making it a new card type, with no past reversals for it, then you can begin a base line for costing these cards and their effects. A lot of card games just reprint the same card with a new title (in another game, how many white 2/2 creatures are there?). This way, you just have a new card type doing what it does. Not overpowered, but playable because it is not reversed by the onslaught of old ‘action’ reversals. Plus, I like the name antics.
Trademark
I love this. I really do. Think about it – Edge Kick (as printed) in today’s RD. The only thing going for it is unique. But it can still be reversed by anything that reverses any strike (Quick reflexes, Step Aside, Leg Drag) or anything that hits 7D maneuvers (elbow to the face). With the exception of Mgd. By Jimmy Hart and some other things that only hit non-uniques, back in Premiere – it would have been just as easy to reverse Edge Kick as it was Super Kick.
Each superstar hits his ‘spots’ (using a wrestling term) in each event. Win or lose the match, HHH is going to Facebuster someone, he is going to Double ‘A” Spinebuster someone, he is going to tell you to ‘Suck It’. So to simulate that, this ‘trait’ was created. I like it.
So where is the strategy?
Well, it is in your superstar and you. Do not overlook those printed 1-7F Cores. Haymaker is fun. Today – you look to combo your deck off of prematch and midmatch, or a mechanic. Now, if you want to discard theme, run someone who can keep his handsize down (Rey?) and run maneuvers that discard your opponent’s hand. Get away from Premiere Raw, Interest of fairness, Spit at Opponent – think Spinning Heel Kick and Ankle Lock (in AA and AB).
A lot of your current ‘action’ text (or prematch combos) for desired results today in AA or AB are in the text on the maneuvers for Revolution. Not actions or antics, not prematch or midmatch, but in the text of the maneuvers. IMHO – the current AA or AB environments rely too much on Actions, Reversals, and Backlash decks for strategy, and maneuvers are just the ultimate way to play higher end cards and ultimately kill your opponent. Now, you will hit them (and defeat them) with your strategy (again, think Spinning Heel Kick).
Deck Building
Well, be prepared. It is a different ball game. We came up with an initial deck building design in play testing to get started, then as we played we saw more variances. But when you are looking to start your revolution deck building:
24-27 0F Cores that act as your core maneuvers and reversals.
This seems excessive, but when you consider the lack of tutoring and the ‘aggression rule’ its not a bad thing. At the very minimum, if you are not running 3x Slap,
3x Headlock Takedown, & 3x Collar & Elbow Lock up (all Revolution logo’d of course) your deck is faulty. These ARE your basic reversals. And, they are your best 0F maneuvers too. Quite the situation indeed.
33-36 other cards in arsenal
Combination of your superstar specifics, non-hybrid reversals, antics, means and colossal.
We ran this formula for a few games, then realized we could broaden it per the strategy of a given deck. My Hardcore Hell Rey deck cut back on the 0F cores and added Cores with fortitude printed above 0. Being able to search for those bad boys and constantly hit my opponent with low end stuff with momentum (thanks to Hardcore Hell) every turn was quite successful.
Just recognize, when you are building a deck, it is not as ‘yellow’ or ‘hybrid’ as you would think. But it does require you to think more in terms of your arsenal. I venture to say that the majority of games in Raw Deal today (AA & AB) – the decks are designed to ‘get going’ by the 2nd turn. After prematch, after 2 turns, if most decks are not in their desired set up, they lose. That is why Piper was so good. He locked down people those 1st few turns and made it difficult for them. What beat him – heck, a deck running 12 0F’s with no text had a better chance of beating good ole Hot Rod than a techy deck with hard to reverse stuff.
So forget what you ‘know’ about building an AA or AB deck when building a Revolution deck. Despite the perceived lack of tech, it’s nowhere near as simple as it looks. Heck – I think it is actually harder. Today – I would go down the route of something like 35 red cards, 7-10 actions, and the rest yellow for AB or AA. Not to mention, depending on the format, half of my backlash deck is taken up with staples (mgd by vince, f-surge, cow, you know – the cards you ALWAYS pack). So even the ‘perceived’ more strategy of today’s AA or AB is really, IMHO, a perception as there are so many staples. Most backlash decks build themselves. That won’t happen as much.
The real thing is to give your deck building a try and do not give up. Keep an open mind. If you get blasted by HHH in your 1st Revolution game, tweak your deck and do not give up. It is a new way of thinking. My biggest fear is people will throw together their 1st Revolution deck, get beat badly, and assume it is because of the game. Tweak your deck like you normally would and give it a shot. Change the outcome like you normally would.
Superstars
Well, we played them all. Many times. Barron always asks us to power rank everyone in a set. It is rarely shared outside the play test boards (unless someone asks me). And given I do not get on-line much (Bryson – I have heard of this thing called the information highway, but I usually take service roads) you would not get to ask. For this though – I am only going to power rank the starter guys.
HHH – duh, everyone has figured that out. But you would be surprised that the gap isn’t quite as wide as you would think. A bigger gap between Andre and Miki James existed than the bottom and top in Revolution.
Rey – great superstar specifics and a search ability this early in the game is awesome. Hardcore Hell anyone? You may know it’s coming, doesn’t make it any easier.
Batista – the absolute best set of superstar specifics in this set. Period. And I like to play him without storyline for that big SHS. Gives HHH more of a run than you would think.
Cena – Do not read ‘Hold’ in his ability and think he should be ‘hold’ based. Kevin will be mad – but think of this strategy – Ring Psych Assault. Discard a Hold, draw 2, swing an assault, pick up discarded hold. Wash rinse repeat…heard that was a good basis for most tech in any game.
For the Extreme guys – do not overlook them: Sabu is vicious, CM Punk is the man. Test & Sandman can drive you insane. Plus – the lack of superstar specifics for these guys gives them room for more strategy at times (more customizable deck space). Great for Follow Ups.
Old and New – How will it Work?
I have an Immortal One, Heat, Heel, Fan Fave, deck prepared. Between 24 inch Pythons, No-Sell, Mgd by Jimmy, Manager Int, Anything and Hate it,and Headstrong – I can take care of most maneuvers regardless of type. By the way – that is another pet peeve of mine:
Raw or SD?
Face or Heel?
Cheater or Fan fave?
Heat, tech, dynamic, blindside, chain, volley – or whatever – argg!!!!!!!
Remember when you used to be able to simply ask someone if they were face or heel? Gees….anyhow – I am not sure, but I can guarantee you we are in for a ride. Will it complicate AA and AB – absolutely. Isn’t AA complicated anyhow? YES.
The best part about this Revolution (and why I go by the moniker ‘Big Dad’) is that I finally will have a good introduction point to enjoy the game with my kids. I have tried to get them involved with RD – and they both say it is too complicated. And this is coming from an 11 year old that watches Raw and SD with me religiously, has access to every card ever printed, and still enjoys Pokemon CCG. Doesn’t enjoy current RD.
At the end of the day, regardless of format, I think that Revolution is fun. In my test:
I like card game
I like wrestling
I like this wrestling card game
Do I want to spend some money to hang out with people who enjoy the same thing – yes
One thing that has peaked my interest is that why did we love RD in the 1st place? I think it is because it is a fun game, with a fun license, and we enjoy the experience of sharing that with like individuals. Can’t you still do that? Sure it’s slightly different, but at the end of the day – the fundamentals are still there. As for my old cards – they are still there and playable.
It comes down to the ‘value’. I think I have had more ‘value’ in RD than most games I buy. I played the video game Condemned, beat it in like 10 hours for $60? Nowhere near the ‘value’ of playing Rd weekly. RD has never really been a money game for existing players. Sure, somebody out there buys a case, hits a couple hot packs and breaks even selling singles. But few have made money on this game. But at the same time, it is costly for a new player to get into 20 expansions over 6 years. Have I personally gotten value out my RD investment – Absolutely! I cannot begin to go down the list of local and national people, who I have met and continue to be proud I do know. Hell, I put my family on a plane from AZ to go back home to GenCon Indy NOT to win a qualifier, I did it to hang out with everyone at the qualifier. Kandyman once said that I was a father figure to him, and that made me very proud. I have encouraged countless newbies to go play at a con for the experience – they will have fun and they will be a better player for it. When I moved from Indy to Phoenix – my last tourney had a lot of my old and existing players come out of the wood-work to tell me good-bye. That is the relationship we are building in the RD community – and that can still be had regardless if I play an Action or Antic.
Matthew ‘Big Dad’ Hatcher
bdadhat@yahoo.com
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