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If you have issues, you might not be making good card picks.
The easiest deck type to build for me are fatigue decks with the 2 area weapons, spears and longswords. Pick up cards that make fatigue good, like the power that lets you draw another if its a fatigue, the one that clears your hand of fatigue for Strength, etc etc.
I am also yet to try a build that leverages fatigue.
My "winning" formulas so far have been
**Fireball & Burn & Oil Flask & Avoidance**
Pretty much just using Fireball as the primary means of both dealing damage AND avoiding getting hit, by using it to move / stun all the opponents that are not immune to being moved. Combined with the powers and cards that boost burn damage, this is a great one-trick pony.
**Double Crossbows / Backup Melee Weapons & Ropes & Rolls**
This build enabled multiple hits from range every turn and almost perfect avoidance of ever being in range of an attack, with the few exceptions being at the beginning of some fights.
With this build, by the third arena, I had zero blocking cards. I focused 100% on avoiding being hit.
**Sword & Board + Block Persistence & Block per opponent cards**
My single successful melee build so far was one which leaned very heavily into blocking. I had two cards that gave +block for each adjacent enemy and a power that retained block between turns if I did not move. This turned Alina into a tank that could just sit still and whack away with her sword. It was really handy to have a couple of Swing cards that pushed opponents away, enabling me to benefit from the +block and then also deny them a hit.
(PS: I don't recommend Conquerer to anyone.)
I have a guide you can read if you like, but some quick suggestions in case you don't want to read it:
1. Block builds are extremely overpowered until you start raising Conquerer levels.
You really only need one Tough Nut and a damage dealer that scales with your block (like Best Defense or the amazing Shield Charge), and you have a block build that can slowly clear most content. The more Tough Nuts and Shield Charges, the better.
2. Focused builds are better than hybrid builds in most situations. If you're going for a block build, pass up all damage cards that don't give you movement or scale with shields.
3. If you can't put together a shield build, see if you can go for movement. Lots of battlefield control will win most fights, but it takes a few cards to get there.
4. Anything that stacks multipliers on multipliers is going to get busted pretty quickly. Trance is fantastic for builds that hit multiple times per turn, Wind Up is great for one-shot builds, Beef Up is good for any deck EXCEPT one-shots, and Jab provides its own scaling.
5. They improved the equipment system, but it's still best to always shop for good cards at shops. Be selective with your deck, because every sub-optimal card becomes a dead draw at some point, even if it boosts your deck in the short-term.