Sword Girls OCG/RPG - Page 16
Forum Index > General Games |
Victor
New Zealand1016 Posts
| ||
Gummy
United States2180 Posts
| ||
Shikyo
Finland33997 Posts
| ||
Cel.erity
United States4890 Posts
On April 22 2012 22:36 Gummy wrote: I've got 2 kanas, a sinclair, and knight's letter for my rares. That should be enough to trash the dungeons (Knight's letter OP against AI). What should I aim for in the next step? Just start collecting double rares? Probably Vanguard Knight+Lydia. If you want, you can grind for Luthica's Ward since it's the best DR (besides Resurgence...but that requires a dedicated "combo" deck), but that's going to be a LOT of Witch's Tower, and Witch's Tower is a very annoying dungeon. | ||
Cel.erity
United States4890 Posts
On April 22 2012 23:04 Shikyo wrote: Hmhm what makes Kana THAT good? o.O For PVE it's not all that insane, but it's the format-defining card in PVP. Kana does three things: 1. It digs you two cards deeper. This is the most overlooked aspect, but it's important, especially if you're looking for something in particular and you don't want to use a shuffle. The reason why it seems like people get lucky with their Kanas is because the card they want to hit isn't in their hand, and decks are small in this game. 2. It reduces size. This is the most important aspect. You'll often shave 3-4 size off of the followers you bring into play, which is huge for not locking your field, as well as the damage you take when they get destroyed. 3. It slows tempo more than any other card, so it's good with high def/counterattacking followers. If you play something like Kana+Education Results+Sinclair, and you hit a large follower plus a spell off of the Kana, it's going to take you so long to attack that you could theoretically wipe your opponent's entire field through counterattacks, and then deal 6 direct damage to them. Also, it's playable in any faction, so it's fairly ubiquitous as long as your character matches the faction of 26+ cards in your deck (something that is common now, but won't be in future episodes). | ||
Shikyo
Finland33997 Posts
And thanks for the kana explanation, I guess I should go for those after I round my deck up a little bit | ||
ChrisXIV
Austria3553 Posts
| ||
cascades
Singapore6122 Posts
Also, can anyone summarize/highlight points Cel.er.ity video? 5 hr video.. -_- | ||
cascades
Singapore6122 Posts
| ||
Cel.erity
United States4890 Posts
On April 23 2012 03:10 cascades wrote: I am of course a bit lost. Looking for fastest grind deck. I independently came to the conclusion to get kanas, and now all my blue ores are gone and I'm stuck to what to get next. I don't really know if Kana is worthwhile in a PVE deck, but I assume you have 3 Education Results and 3 Meadow Leisures? Most of your deck should be pretty much dorks+buffs, so just start adding rares and DRs once you've got the basic composition you like. | ||
Shikyo
Finland33997 Posts
![]() My new record ^-^ | ||
Zeke50100
United States2220 Posts
Swap Spell. Unionize. Shrink. ![]() I prefer having multiple 13/x/10 or so followers than having one follower with 20/x/20 because of the ease of removal. Go Lineage! :D | ||
dignity
Canada908 Posts
I am trying to turn away from the marksmen crux mass pump spell decks, since I find it both degenerative and easy to counter. Currently trying to grind out a Fleta and make a swarm deck. @Celerity Kana is worthwhile if you have big followers, because it allows you to get something like 2 marksmen for 4 size, allowing for shenanigans. Also, being able to bring out 2 pump spells for 2 size is always nice. Its just pure card advantage in a game where card advantage is near impossible. | ||
Cel.erity
United States4890 Posts
On April 23 2012 05:01 dignity wrote: Mind as well add me to the list. Sylius: Crux I am trying to turn away from the marksmen crux mass pump spell decks, since I find it both degenerative and easy to counter. Currently trying to grind out a Fleta and make a swarm deck. @Celerity Kana is worthwhile if you have big followers, because it allows you to get something like 2 marksmen for 4 size, allowing for shenanigans. Also, being able to bring out 2 pump spells for 2 size is always nice. Its just pure card advantage in a game where card advantage is near impossible. Well...it's not really card advantage though, because you may run into something that locks your field and doesn't let you snowball the way you want to. I think as your deck gets better, you'll find less reasons to run Kana for PVE. A controlled Crux deck will win on turn 3-4 most of the time and not have any need to try and get out a cheap Knight Marksman or something. | ||
cascades
Singapore6122 Posts
On April 23 2012 05:18 Cel.erity wrote: Well...it's not really card advantage though, because you may run into something that locks your field and doesn't let you snowball the way you want to. I think as your deck gets better, you'll find less reasons to run Kana for PVE. A controlled Crux deck will win on turn 3-4 most of the time and not have any need to try and get out a cheap Knight Marksman or something. How you win on turn 3-4 without some spell like swap/shrink ruin day? Anyone share their experience on FAST farm deck? | ||
Cel.erity
United States4890 Posts
On April 23 2012 05:23 cascades wrote: How you win on turn 3-4 without some spell like swap/shrink ruin day? Anyone share their experience on FAST farm deck? NPCs don't run Shrink, only a few run Swap Spell and they usually don't put a follower in slot3 to make it useful. Of course some games you get messed up, but it doesn't happen often. 10 buff spells, 2 Arrests/Shrinks (for the occasional tough spot), and 18 medium size followers = turn 3-4 win most of the time if you build your curve right and have rares. | ||
Shikyo
Finland33997 Posts
| ||
Gummy
United States2180 Posts
On April 22 2012 23:17 Cel.erity wrote: For PVE it's not all that insane, but it's the format-defining card in PVP. Kana does three things: 1. It digs you two cards deeper. This is the most overlooked aspect, but it's important, especially if you're looking for something in particular and you don't want to use a shuffle. The reason why it seems like people get lucky with their Kanas is because the card they want to hit isn't in their hand, and decks are small in this game. 2. It reduces size. This is the most important aspect. You'll often shave 3-4 size off of the followers you bring into play, which is huge for not locking your field, as well as the damage you take when they get destroyed. 3. It slows tempo more than any other card, so it's good with high def/counterattacking followers. If you play something like Kana+Education Results+Sinclair, and you hit a large follower plus a spell off of the Kana, it's going to take you so long to attack that you could theoretically wipe your opponent's entire field through counterattacks, and then deal 6 direct damage to them. Also, it's playable in any faction, so it's fairly ubiquitous as long as your character matches the faction of 26+ cards in your deck (something that is common now, but won't be in future episodes). As an illustration of 2, you can get size 12 worth of stuff on your field (with original size >= 20). On April 23 2012 06:07 Cel.erity wrote: NPCs don't run Shrink, only a few run Swap Spell and they usually don't put a follower in slot3 to make it useful. Of course some games you get messed up, but it doesn't happen often. 10 buff spells, 2 Arrests/Shrinks (for the occasional tough spot), and 18 medium size followers = turn 3-4 win most of the time if you build your curve right and have rares. Yeah. The key thing is that bosses don't run swap. Occasionally you do get owned by a swap, but it's not worth building your deck around countering the lucky sequence/occasional good play by AI. If you get destroyed (which does happen once every few dungeon runs), just lobby quit and start from the previous floor. Costs an extra 3-4 minutes tops for that additional battle, which is like 4 battles worth of saved turns. TL;DR: Sometimes you get unlucky, but in PVE who cares. It's about wins/minute not win/loss ratio. On April 23 2012 06:57 Shikyo wrote: I've been trying to grind witch tower and it's completely false that NPCs don't run shrink o.O Shrink doesn't matter against a kana deck or decently farmed vita/academy deck. Despite what people have been posting via screenshots in this game, there is almost 0 value in buffing your cards past 20/_/20. If anything the shrink helps you since it also reduces size, allowing you to rebuff it back to its original 20/_/20 the next turn, while leaving enough size differential for another kana or extra follower the following turn. It can destroy your parasited DL follower, or your pintail in a pure crux pump deck but that's basically it. EDIT: LOL! I just hit a kana with a kana and ended up with 3 marksman knights and an escort knight on the field. | ||
Taefox
1533 Posts
NPCs don't run Shrink, only a few run Swap Spell and they usually don't put a follower in slot3 to make it useful. Of course some games you get messed up, but it doesn't happen often NPCs run shrink but high floors of normal difficulty and they sometimes snowball pretty quick and damn annoying Anyway, how do you guys get accessories like cat dolls, shoes, books etc... ? Fight or dungeons ? If its dungeons then which ones ? Currently I just run Nold dungeon for 3 dolls which i need so bad | ||
Hesmyrr
Canada5776 Posts
On April 23 2012 11:46 foxj wrote: Anyway, how do you guys get accessories like cat dolls, shoes, books etc... ? Fight or dungeons ? If its dungeons then which ones ? Currently I just run Nold dungeon for 3 dolls which i need so bad Grind fight. On side note, how do you guys beat the NPC on Crux dungeon that does +1 size -1 ATK to enemy followers? That's such an annoying ability to beat >.> (my situation is probably worse since I am Vita meaning my followers - even after ATK have been neutralized - just refuses to die and shut off my entire field). | ||
| ||