You can find Complete Noob's guide to Chrono-Ranger using the link below. I have begun this thread to avoid thread necromancy.
https://greaterthangames.com/forum/topic/complete-noobs-guide-to-chrono-ranger-3705
I began some debate in
https://greaterthangames.com/forum/topic/killer-combos
when I off-handedly mentioned that Chrono-ranger is the weakest deck in the game. Obviously, there is always going to be someone every deck appeals to, so I take contrary opinions with a grain of salt. This does, however, create an opportunity to point out analysis techniques for evaluating relative deck strengths. Do not take this thread as a direct attack on you and your thoughts. I am showing how to objectively analyze decks. The methods here will serve you in other games.
Objective analysis requires putting favortism and prejudice aside. It can be very difficult to do so.
For example, I recently discussed a "who would win" fight between a DC hero and a Marvel hero (both have recent movies, are wealthy, rely on devices and inventions, are human and not true super-heroes, so you can guess who it was about), and jumped out immediately with an answer he would not like. The other person asked why since it was so obvious that I was wrong. So I told him that in the end, one of those heroes could not hurt the other or do anything but dodge. He then said, "But in this situation, the DC hero is smart so would have preparations." My response was, "The Marvel hero is also very smart, and could prepare at least equally as well with just as wide a variety of traps, decoys, and gadgets, and demonstrates mid-combat weapon improvisation to counter anything he does not predict." The DC fan's analysis considered only what would happen if the DC character had forewarning, and ignored that this foundation was prejudicial since the Marvel character could have the forewarning instead, especially considering the DC fan forgot the sensor systems inherent in Marvel hero's gear could detect most of the gadgets the DC hero could place.
The gaming equivalent is that players ignore the support their character received during the game where a deck excelled, and focus all the responsibility on their favorite character, instead of on the character that kept their favorite alive. (A particularly common mistake when analyzing Unity, since too often other Heroes' equipment gets trashed for Unity's bots, giving the illusion Unity is powerful, when in reality Unity weakened the other Heroes at the table to achieve that strength. We saw that two weeks back on the Handelabra video when AZ saw a module sac'ed for a wimpy bot... and AZ never recovered from the setback. All hail the mighty and powerful Unity...) The real danger in this conversation is in relying on Legacy to protect C-R from himself. Yes, Legacy can divert damage away to minimlize the impact of Hunter and Hunted, but that is unfair in a comparison like this. If you are to compare C-R with his favorite supporting deck against another deck, that comparison deck must also be considered with its favorite supporting deck. To avoid that highly complex conversation, the vast majority of this analysis will force Chrono-ranger to stand on its own with no supporting decks. All decks have weaknesses that can be overcome with a selection of other decks, so that Legacy's can overcome C-R's weakness is no more a consideration than Super Scientific Tachyon playing Turret Mode Bunker's cards off the bottom of his deck.
Chrono-ranger's Deck Build
Chrono-ranger's Innate Power does small damage to one target. His deck has 6 equipment cards (all add damage Powers), and six Ongoing, Bounty cards. He has 3 Hunter and Hunted (HaH), three Ranger's Mark (RM), 4 Displaced Armory (DA), 4 Sudden Courage, and several other One-shots. The deck has 40 cards.
1.0 Basics
In general, all decks in ddeck games have a 20% chance of coming out weak and a 20% chance of coming out strong, with the rest of the starting draws somewhere in the middle. Some card choices can affect those probabilities. Wraith's Impromptu Invention (II) , for instance, significantly impacts a weak start, if it comes early. Few characters have cards that impact a weak deck start.
Superficially, SC, DA, and Just Doin' My Job (JDMJ) help with weak starts, but I find each of them too situational.
DA fails because unlike Wraith, Chrono-ranger cannot use two powers per turn easily, and has no equipment that serves any purpose than providing a Power. Once the one desired Equipment card is in play, this card clogs your hand unless you face equipment destruction. Useful to get started, but once used, it has no re-use value. With Wraith, once she has Razor Ordnance in play, she can still search for her Belt, MTC, MC, and either IE, SB, or TK. II has a lot more staying power before it acts as a clog, and even then it removes itself by drawing and playing an alternative card, so it isn't really a clog at all.
SC fails when you have HaH in play. HaH makes C-R vulnerable, so more bounties is often contra-indicated. SC clogs the hand because in that situation it cannot replace itself.
JDMJ Does have longer term use, but it is basically a "skip my turn and hope I get something better." Too often, there is little better to draw. Besides unuseful equipment and unwanted Bounties, C-R only has 9 different types of cards including JDMJ. JDMJ fails later, because in the long run, few of C-R's cards are useful any longer. You are hoping for Terrible Techstrike, but that is only 3 per deck. But the worst aspect of JDMJ is that it does not increase the team's card count, only C-R's. C-R may get to draw 5 cards, but it costs 5 cards so the team as a whole is not advantaged. JDMJ is net -1 card for the team. Trust Fund is net +1, Aquatic Correspondence +2, Fleet of Foot net +2 to +4, and so on. JDMG is one of the worst card drawing cards in the game.
In the mid-game, Heroes have generally put a few cards out and are now operating in a mode where they are usually only looking for one or two specific Ongoing or Equipment cards, and are typically using One-Shots. Legacy looking for his Ring, for instance, now that he has Fortitude and IP out, as an obvious example. AZ with Transducer and Isothermic. C-R's mid-game is weak. The baseline damage on most of his Equipment based powers is 1, while many other characters will have a 3 damage power in play, putting the onus on Bounty count to deal damage. If C-R was fortunate, he has HaH out, and a couple of bounties; however, this is sending C-R to the graveyard, and against many villains, very quickly. I am not going to make that entire argument in this paragraph. HaH and multi-villain-target environments need separate discussions, and we'll do that later.
In the late game, if C-R survived to it, he has the potential to deal wicked damage. With Masadah or Crossbow, he does 2xBounties damage (potentially 18 with no support) to one target, and that can be impressive. But that build still suffer's HaH's feedback, so he may not do it long. There are few others that can deal wicked damage every Turn like that, so when it comes out it does impress. It is, however, nearly impossible to arrange. It takes 8 unique cards in play, which is a rare event. Few villains are still in play by that time.
1.1 Hunter and Hunted
Much is made of HaH. Others have pointed out its benefits. Combined with CB, it deals 2x(1+Bounties), and with TM, it deals 2xBounties irreducible. Few have noted it comes with significant weaknesses.
HaH makes C-R vulnerable to two types of damage -- All Hero Target damage (AHD) and Lowest HP Hero Damage (LHD). A few villains do not make great use of AHD, but many do -- Infinitor's manifestations, Matriarch, her domains and her birds, Chairman's thugs, and so on. Enviroment will often go after LHD. Once HaH has made C-R into the LHD target, he dies faster than any other deck. I don't want to Straw-man, since there are many situational arguments about this, but the obvious response is "Put Legacy in to redirect his damage". You can say that about any deck. Every deck has weaknesses another deck can cover, so the argument that one deck can support his weakness is not unique. We also do not want to get into the situation where every time we play one deck, we must play one complementary deck. The severity and commonality of a weakness, as well as the commonality of overcoming it must be considered. Very few villains and environments do not do AHD and LHD, so this is a common problem which must not be trivialized.
1.2 Bounties
I'd love to examine them all, but it would make a wall of text into a cliffside. Bounties being single target is universally expensive in play phases used. The Bounty mechanic demands that to gain some small advantage against one target, it takes a play phase. To switch it to another target takes at least another phase -- play or power. (Note how Sky-skraper shuffles her Links around far more efficiently.)
By Any Means isn't bad, but is weaker than similar commensurate +1 damage boots, in that it affects only one target. Legacy's Galvanize and In Pres are far more powerful in their flexibility. TtE can either increase all damage by one target, or decrease all damage dealt by a Villain. The Ultimate Target is even weaker, affecting CR alone.
With HaH in play, all other bounties are contra-indicated in most situations. Bounties, the core of his strength, become a weakness when the reward for the bounty is far less than the price you pay for playing it. Why play Dead or Alive, when you are likely to take at least 2 extra damage per round from it and heal only 1? No Executions with HaH is simply suicide for its lack of reward.
Kill on Sight should never be played on a Villain character, which cannot be destroyed. There are plenty of card drawing cards in other decks. C-R has only one of these, where others have 3-4 cards that permit three or more card draws. It must be played, the target must be destroyed, and then another card must be used to fish it back out. It is complex and phase consuming. And let's not forget that if C-R needs card drawing, it is because he is not powered up, and can't kill the target the bounty is on, leaving that to someone that got a luckier starting hand. Either he needs it and can't kill the target to get the effect, or he can kill the target and so doesn't need the extra cards.
And here is the real killer... when you cannot play HaH due to the suicidal consequences, all of C-R's one-shots that deal 1 damage die on the vine. He must use them against the target with UT and BAM in order to get the base damage to 3. If the threat is from a different target, these do piddling damage which can often be reduced to nothing. All of those wonderful cards that might act to boost his damage need HaH in play in order to deal significant damage... at the cost of taking significant damage with no healing or redirection worth mentioning in the deck.
1.3 Equipment
Jim's Hat... one copy. But why include even one? C-R does not draw extra cards, except in rare instances (and in one of those it is draw and play), so the hat does not offer a significant result. Expatriate has exactly the same problem. These decks can play extra cards per turn, but cannot put extra cards in their own hand. It is a pointless capacity. Tachyon shows us a more efficient deck that makes use of playing extra cards, because she also draws extra cards to play. Sky-scraper is the opposite -- a deck where she draws far more than she can play.
Temporal Grenade (TG)... again, why? Play a card and use a Power and it leaves play in order to destroy an ongoing or environment, while dealing three targets 1 damage each. In the first few turns, that is good, but in the mid-game when decks have multiple cards in play, it's far weaker than others. Omnitron-X can deal 2 and destroy one environment every turn for one power phase without losing the card. Wraith in the mid-game can destroy an Ongoing or Environment with a play, then use a cornucopia of powers. TG should go back to hand, not trash. It is not an unreasonable card when it uses play and power to deal 3x1 and destroy an Ongoing, so let it go back to hand.
IMO, The Masadah is C-R's best weapon. It allows him to do Bounties in irreducable damage without feedback damage, which can cut past the highest damage reduction Voss can stuff in our faces. But there is only one copy in the deck, and though backed up by 4 deck searching cards, it is still only made available with 5 out of 40 cards. Other characters that need a piece of equipment in order to be effective have 4 of that card and 4 deck searchers.
Neuro-toxin Dart Thrower is potentially effective, but again only one copy. That forces C-R to make a choice. C-R will pull 1 Displaced Armory on average in the first 3 turns. C-R will be forced to choose one weapon or his hat, and then wait 8 more turns for another. There is far too much vulnerability to a bad shuffle putting his equipment and search cards in the lower half of his deck. Don't laugh at the improbability. If it can happen it will happen. The fewer cards in the deck that do something, the greater likelihood they will be out of reach. I ripped thorugh half his deck once, and never got any of the cards listed in this paragraph. All 8 were in the bottom 20. It is only a 1% chance, but that means it happens 1 game in 100. Care to guess the odds none of Wraith's equipment and deck searching is in the top 5 cards? Wraith's equvalent does 1+2 to any target on the board with -1 damage dealt requiring 2 Equipment cards. Without HAH, NTDT is 1+1+1 taking one equipment and two bounties, and only to a single target until the bounties are moved, while Wraith can switch targets at any time.
2.0 Villain
Villains matter. Playing against Iron Legacy or Progeny with decks that have zero Ongoing destruction is just wasting your time. Decks often need to be selected for their non-damage capacities, or even for supporting decks that have the desired capacities. With virtually no environment or ongoing destruction and extremely limited support for other characters, Chrono-ranger winds up filling only the damage dealer role. This puts him in competition with Ra, Knyfe, and Mr. Fixer.
2.1 Single Target Villain Decks
Most villains have some villain targets in the deck, but a few have one or very few -- Iron Legacy, Progeny, Kismet, Plague Rat for instance. These villains are the best for C-R. His bounties stay in play unless destroyed by Ongoing destruction, negating wasted turns hunting for and replaying them. The problem is that these decks tend to deal AHD and LHD more than others, making HaH problematic due to suicide.
2.2 Weak Villain Target Decks
Some villains have lots of targets, but their HP are low -- Voss' Minions, Matriarch's birds, Infinitor's Manifestations. Bounties here are difficult to use. They do not have staying power, so C-R finds himself replaying a single Bounty repeatedly, or having to go after just the Villain and leaving the yardtrash to other decks. The obvious weakness here is that C-R has absolutely no All Villain Target damage capacity. Most damage dealing decks can repeatedly hit 3 or more targets, but the most C-R can sustain a multi-turn attack against is 2 without a supporting deck. Voss will be mentioned again...
2.3 Strong Villain Target Decks
Apostate and Akash'bhuta and prime examples of decks with high HP targets. these decks tend to get several targets out that stay out over turns. C-R has problems here, too. He may have the opportunity to place Bounties on these targets, but functionally, there are so many that they overwhelm his capacity to pull them out of his trash. These decks are dealt with by All Villain Target damage, more than single target damage. In this situation, there is only one thing C-R can do -- The Masadah and HaH, but these decks also tend to do ADH and LHD, so C-R will not have the staying power needed for the long haul.
2.4 Invulnerable and Damage Reducing Villains
Villains like Ambuscade and Citizen Dawn can turn invulnerable. When villains go invulnerable, they tend to do LHD and AHD, so HaH is again contra-indicated in many of these instances. Because his bounties aim for villain character cards, his effect on other targets is much more limited and BAM and TUT effects go wasted.
Voss, Progeny, Iron Legacy, and Akash'bhuta are different stories. They can get strong damage reduction going. The Masadah cuts through that, and since it can get to 8 damage without HaH, can be strong if the fight goes long. the problem is that getting enough bounties out without HaH to deal the 5 damage Wraith can deal in Turn 1 makes C-R a highly suspicious choice.
The one time I faced IL and won, it was over in 4 turns. I gave C-R a shot, since I had enough Ongoing destruction in other decks (Wraith, Visionary, Fanatic, Legacy, and C-R). C-R, as he always does for me, came out slow. Ranger's Mark and Bounty Board clogged the hand from the start. Turn 1 got an EotP, followed by DA and The Masadah, but no Bounties for it. JDMJ for 5. EotP and JDMJ for 5. Finally, Turn 4 got a SC and his first bounty. Net damage dealt after damage reduction... 6. Fanatic threw 16. Wraith threw 20. Wraith, with a first turn RO and MTC, and by third turn SB and Belt just out drew C-R. It shouldn't be surprising. I drew three first turn II's once. Jim cannot eve beat that draw.
2.5 Funky Villains
Dreamer is not a bad villain for him, since Jim doesn't do collateral, but the constantly changing targets causes C-R to suffer with re-playing the same cards for dismal effect. Plague Rat asks, "How about an Infection chaser for that shot of HaH, oh Hatted One?" "Well, that's grand of you, Stinky! Don't mind if i do!" "Deal yourself 1+ Bounty (for damage dealt) + Bounty (for damage taken) every round, Tenderfoot." Yeah, contra-indicated doesn't even touch that one.
2.6 Villains Actually Good for Chrono-ranger
The following are decks Jim has the time to build against and won't strongly attack his weak points -- Omnitron (drones are weak), Voss (The Masadah to bypass minion DR), Spite, Infinitor. That is not a long list. Jim can participate in many fights if others do the heavy lifting non-damage tasks.
3.0 Conclusions
All decks can come out strong, including C-R. C-R can, by Turn 4, have the CB, HaH, BAM and TUT and be dealing the 5+5 to one target combo. But that is at a cost of +2 damage per hit on C-R. Wraith can have RO, UB, SB, and MTC out in Turn 2, dealing 5+3 to any target, and taking -1 damage, or replace SB with TK for (5+3)/3/3. I am sorry, but Wraith does that combo a lot better and faster, has far more options for further growth, and doesn't commit suicide in the process.
Any deck can come out strong, show a powerful combo, and feel like the best deck ever. To say "C-R can too" is only stating the obvious, and since that is an argument that can be made for any deck, is not a unique benefit. What is not obvious is how often his combo can and should come into play, and how well he can rebuild it when the Villain thrashes it. I simply do not see an advantage to playing C-R over Wraith. Jim is slower, less reliable, too restricted in his utility, and his weaknesses are too easily exploited forcing him to put the single combo to pasture and forcing him into a far less effective mode of play. The one thing C-R can do well, irreducible damage, is situational and not generally useful.
C-R is the one deck that I rate an outright F. Ironic that it shipped with the only deck I rate A+.
[edit: removed reference to a future DoA discussion that already happened.]
