Another throwback format this week: Last seen in June, here is the return of Frantic Preparations. Here is my article from Week 9 discussing the format as it was. Once again, Frantic Preparations punishes sloppy play, by speeding the game right through the midgame. This week, for most games, the midgame is nearly nonexistent and if you aren’t prepared, you will bounce out very quickly.

That has happened to me, repeatedly. I am 3-7 so far this week. This is a “learn from losing” week to be sure.

Format Rules & Technical Data

The Frantic Preparations scenario rule features the smallest starting deck of any Arena:

Before the game begins, a Viper and a Scout are removed from each player’s deck.

An eight-card starting deck has the effect of changing the beginning of the game slightly as well as nearly-completely removing the midgame, which I explore in the next section.

We’re playing with the Core Set starter, and the Crisis: Bases and Battleships and United: Heroes packs. The trade deck begins with 104 cards, of 12 of which can be acquired directly to play (the Heroes). The inclusion of those two packs makes this format much, much easier to scrap-out than before.

Early Game: Advantage Player Two

I’ll begin by quoting from my last article, because this has not changed:

In this series of articles, I often describe how some formats allow a player or a play-style to determine the flow of the game. This week, player two controls how the beginning of the game will play out, because they shuffle their deck first.

Because starting decks have only eight cards, player two shuffles their deck at the end of their first turn. Normally, with a ten-card deck, both players shuffle after their second turn. In this format, player one still shuffles after turn two but player two gets a full turn jump. This means it is very possible for player two to have 7+ trade on their second turn! Impossible in the normal game (excluding Gambits)!

Both players should purchase with this in mind. If there is an expensive card on the board, player one should determine before they play a single card whether or not they are going to fight for it or fight against it. If there is only one trade-generating card to buy, player one has the chance to lock their opponent out of the race for the expensive card. But if there is more than one, this becomes impossible (as player one still begins the game with only three cards on their first turn).

Last time, I strongly suggested buying bases if you could not buy scrapping cards. This week, because of the increased likelihood of people scrapping out, I don’t believe most bases are worth it. The bomb rares (Death World, Brain World) are, as usual.