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Don't take "Step" cards. If for some reason you end up with one, get rid of it as quickly as possible.
I find that removing a card every gym visit is top priority.
then, upgrading cards that reduce cost or increase their draw.
"skip card reward" is also the default choice, unless you are sure one of the offered cards is a great addition.
Even more unfair than Mr 'Gunman with free moves when you move' in the final fight. I'd argue he's more dangerous than the final boss himself. But by then you will hopefully have a deck with enough trickery to get by.
I don't specially have a bias toward quick block, they are cheap card which don't do much but can still help pad an other block if need be, but I can understand that they are cards that can in some cases bloat your hand. Quick strike is not fancy but it gets the job done while you wait for better offensive option, so having it in the second act is acceptable in my opinion.
A bunch of starting decks suffer from the syndrome of being relatively poorly made, by design or not, which is why so many people say the first thing you usually do in gyms is trimming them of all the bad to leave the decent and good. I would say the trickster deck is the worst offender in that aspect, but a case could be made for slasher and counter in that regard.
As you said yourself, the important thing to do along your run is to put in your deck all the tricks you will need to deal with the situations you will meet and which can put you in peril. In that particular example, this is why you want cards such as slip or shift movement wise, or maybe even vault. Failing that, shove, throw, tackle, roll tackle(grapple wouldn't have helped here but is good otherwise). Shields don't protect from throws. Relocations for you, the enemies, throws and stuns are in my opinion the 4 great tools any deck should have. The rest is pretty much your offence and utililty.
that being said, keep an eye out for the card Root Down - it’s not very high block, but it’s a permanently retained block card which helps to mitigate bad situations like this. Maybe not turn starts, but random enemy spawn locations and inconvenient configurations later, especially in the mafia stage.
also Trickster definitely has some of the worst cards in the game, but also some of the best too - wall kick, ponder, slip, back slam; it’s just the most in need of trimming of any other deck. Aggressive is hands down the best deck for the better designed difficulties, but I’ve had the most success by far on Special Agent and Purist with Trickster.
At least OP is going in with full health. There have been other threads where people are complaining of this and Agent XI's health is so low their limbs are attached by frayed threads.
There are "smart" movement cards and "stupid" movement cards. Smart ones basically allow you to do more than one thing in an action, while stupid ones only do the one thing, Step being elected as Emperor For Life of the United Republic of Stupidistan.
The only smart(ish) movement cards I do not like are ones that are conditional. I think Shimmy is one of them, there are a couple others: you must move at least one square before you get the second effect. If you can't move, then you don't get the second effect and that card is a brick.
Ponder is not as good as recall, and you will get in situation where you WILL have to sacrifice a good card for a gamble of getting 2 or 3 which may not even be as good. The only reason to use ponder is because it comes with the deck itself, and it sits in a spot where upgrading it is more efficient money for value than getting rid of it.
Back Slam suffers from a huge drawback which is that compared to damage push cards, any enemy who is immune to push will completely prevents you from even using the back slam. Also it's a 2 cost. A frontkick is 1, and if you can't push the enemy, you can still hit him for a good chuck of damage, and frontkick also has 1-2 range. 2 frontkicks do better damage and as much pushing, although not in the same direction obviously. A shove is free. A grapple is free. A push is free. A throw is free. A tackle is a throw so bypasses pushing limitations, and costs 1. You could argue it's a swap combined with a frontkick that does more damage. But a swap gives you 1 combo on use and is a movement card. On anything that is vulnerable to it, sure, it's a decent card, but then you face bosses or others unpushable enemies, and you have a tool you absolutely can't use.
Those are 3 cards which, under certain circumstances, can royally screw you over. It doesn't help that the wall kick will remain in your hand, bloating it until you can get rid of it(although I guess you can use it as ponder fodder but if you go that way, better have an actual useful card for that).
Also Trickster doesn't even have pocket sand and stun dart. For shame Trickster, for shame.
yeah Ponder isn’t as good as the strongest card in the entire game, that’s true, but it’s still one of the best since it allows for meatier turns and significantly reduces the chances that you’ll get whammied with zero useful cards. It prevents your bad cards from harming your hands in the endgame since it uses them as ammo instead, and turns almost-good hands into huge combos and buff pileups.
Back Slam and Rising Knee do fail against push-immune enemies, but there are only three in the entire game, all of them at the very end. If I get both of them, I will get rid of Rising Knee at the very last gym, sure, but Back Slam is much safer and ultimately helps a lot more against the sonic ninja, infantryman, and baton grunt since it displaces/turns enemies on top of moving you. See above on wallkick, but special mention to Stun Dart which also benefits a lot from this move on top of already being one of the best cards
There are throw-immune enemies interspersed through the game, while push-immune are backloaded. All of the fatties in each stage are throw-immune, then there’s Paramilitary in the final stage. You’re right that throws are very strong and they cover for other situational cards. My winning deck for Purist had shoulder/roll throw. I don’t like Tackle as much as Shoulder because it still leaves you surrounded and fails in situations without the space for it, but while Roll has the same issue, putting you behind the enemy without needing another movement card is extremely strong so it makes up for it. Remember that enemies try not to end their turn on other downed enemies.
Ponder is interesting. It is among a few gambling cards: my favourite are Improvisation+ and Deft+. Ponder does allow you to keep a somewhat larger deck, since it's a card that cycles the deck, and it also enables cards that give you stuff for discards. It's a risk-reward playstyle.
also it costs a whopping 50$ to upgrade soooo