Yi Xian: The Cultivation Card Game

Yi Xian: The Cultivation Card Game

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Strongest school / class?
Any thoughts on the current meta and what seems to be the strongest?

It seems the passives I get offered often determine the best builds.
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Showing 1-13 of 13 comments
Grixo Jan 10, 2023 @ 1:50am 
I think it is vaguely balanced so that everything is viable. Sort of. I do think that some of the Elemental decks like earth and water can be a bit hard to get going properly, but all 3 sects can win the game. The Sword sect, despite being pretty simple, is actually fully capable of having a strong early, mid, and late game. The Heptastar sect has some of the most degenerate broken stuff, as well as a solid early/mid game. The elemental sect can be difficult to get working, but metal in particular is really good, and fire/wood are solid.

I haven't played enough to think I've solved the meta or anything, so it could be that something has emerged that dominates. If I had to guess, the best character is probably the white haired heptastar guy with the turn skipping card
Last edited by Grixo; Jan 10, 2023 @ 1:52am
teekay15 Jan 10, 2023 @ 8:17am 
It really doesnt seem to be clear. There is a Chinese player pushing 9k ranking with Mu and that character has no crazy shenanigans or unbelievable combos its just a solid all around character. The game seems to have a lot of crazy stuff and turn 4 kills but also be balanced kind of, i wanted to answer this thread earlier but i honestly have no clue whatsoever and i am not sure anyone really does.
I agree with Grixo though: 5 elements gets me very reliable top 4s and often can help you from making a TERRIBLE mistake because it 'signposts' what you should be building...but you also never really feel like you played a great game with no mistakes. Heptastar is complicated and it is so easy to completely screw your game up and end up last because the builds go in such wild directions and you need a keen understanding of when and how to pivot...but top players that have a good grasp on Heptastar can make it look oppressive. Cloud Sect is the simplest to play arguably but that also means simplest to counter, if you lose to Cloud it is normally that you had a good idea of what could counter it it is just too damn fast and you cant get the pieces online to deal with it in time.
Takise Jan 10, 2023 @ 1:28pm 
This game is very well designed, and the price is very affordable. My only concern is that there are bots that people will start using in ranked games.
ν Jan 11, 2023 @ 3:19am 
Originally posted by teekay15:
It really doesnt seem to be clear. There is a Chinese player pushing 9k ranking with Mu and that character has no crazy shenanigans or unbelievable combos its just a solid all around character. The game seems to have a lot of crazy stuff and turn 4 kills but also be balanced kind of, i wanted to answer this thread earlier but i honestly have no clue whatsoever and i am not sure anyone really does.
I agree with Grixo though: 5 elements gets me very reliable top 4s and often can help you from making a TERRIBLE mistake because it 'signposts' what you should be building...but you also never really feel like you played a great game with no mistakes. Heptastar is complicated and it is so easy to completely screw your game up and end up last because the builds go in such wild directions and you need a keen understanding of when and how to pivot...but top players that have a good grasp on Heptastar can make it look oppressive. Cloud Sect is the simplest to play arguably but that also means simplest to counter, if you lose to Cloud it is normally that you had a good idea of what could counter it it is just too damn fast and you cant get the pieces online to deal with it in time.

Where do you see rankings and what they play?
Mister Moron Jan 11, 2023 @ 12:02pm 
Originally posted by teekay15:
It really doesnt seem to be clear. There is a Chinese player pushing 9k ranking with Mu and that character has no crazy shenanigans or unbelievable combos its just a solid all around character. The game seems to have a lot of crazy stuff and turn 4 kills but also be balanced kind of, i wanted to answer this thread earlier but i honestly have no clue whatsoever and i am not sure anyone really does.
I agree with Grixo though: 5 elements gets me very reliable top 4s and often can help you from making a TERRIBLE mistake because it 'signposts' what you should be building...but you also never really feel like you played a great game with no mistakes. Heptastar is complicated and it is so easy to completely screw your game up and end up last because the builds go in such wild directions and you need a keen understanding of when and how to pivot...but top players that have a good grasp on Heptastar can make it look oppressive. Cloud Sect is the simplest to play arguably but that also means simplest to counter, if you lose to Cloud it is normally that you had a good idea of what could counter it it is just too damn fast and you cant get the pieces online to deal with it in time.

balance what balance sword intent is super broken lets do 240+dmg tell me balance and most people play that stupid build
Byte Jan 12, 2023 @ 1:24am 
I mean new players use it because its super straight forward and easy to play, but the moment you learn the Game a bit better its super easy to counter those full Combo decks.
Thats the reason why you don´t see sword intent been used anymore at all if you get some ranks up.
Its a bit like Rock paper scissor, Those one Time hit Wonders counter Hyper defensive/Heal or Decks that want to play several full rounds, but get countered by most straight forward Damage Decks and some Chase.
Last edited by Byte; Jan 12, 2023 @ 1:28am
Vewdoo Jan 12, 2023 @ 1:57am 
Originally posted by Mister Moron:
Originally posted by teekay15:
It really doesnt seem to be clear. There is a Chinese player pushing 9k ranking with Mu and that character has no crazy shenanigans or unbelievable combos its just a solid all around character. The game seems to have a lot of crazy stuff and turn 4 kills but also be balanced kind of, i wanted to answer this thread earlier but i honestly have no clue whatsoever and i am not sure anyone really does.
I agree with Grixo though: 5 elements gets me very reliable top 4s and often can help you from making a TERRIBLE mistake because it 'signposts' what you should be building...but you also never really feel like you played a great game with no mistakes. Heptastar is complicated and it is so easy to completely screw your game up and end up last because the builds go in such wild directions and you need a keen understanding of when and how to pivot...but top players that have a good grasp on Heptastar can make it look oppressive. Cloud Sect is the simplest to play arguably but that also means simplest to counter, if you lose to Cloud it is normally that you had a good idea of what could counter it it is just too damn fast and you cant get the pieces online to deal with it in time.

balance what balance sword intent is super broken lets do 240+dmg tell me balance and most people play that stupid build
OK. I saw your other post about sword intent and I really have to disagree. 240+ damage? Assuming you use a 2x6 hit with the Flow Cloud Chaos Sword, you would need 38 sword intent. In that same post you also mentioned using that one Qi exhaust card for 50 damage, which implies you also have some method of Qi gain. If I recall correctly, that card does an extra 4 damage for each Qi point and 6 base damage. That implies (50 -6)/4 Qi, 11 Qi. There are 8 cards per turn. All the good Sword Intent cards give +2 Qi, tops, and you have to use up 1 Qi on the multihit already.

Now, returning to my first point - 240 damage multihit. If you use a fully levelled Flow Cloud Chaos Sword (2x6) you need 38 Sword intent. If you use that one card that gives you Qi for each injured (1x5 at base level) you need 47 Sword intent. Assuming you use that card that doubles your Sword Intent at level 2, and the multihit is your last card in the sequence, you have 6 cards to generate either 19 or 24 sword intent (depending on which card you use). Most Sword Intent cards at max level give 4-5 sword intent, so it is sort of doable - except your post mentions that Qi Thing.

So, assuming the exhaust Qi card comes right after the multihit, you have 5 cards to rustle up 11~13 Qi and 19~24 Sword Intent. I'm pretty sure that's literally impossible.

On top of all of this, this entire build scenario assumes basically perfect RNG.

In conclusion, stop malding and figure out some counters. Sword Intent builds are very predictable. It's almost always have some method to disable the burst (card skip) or defend it (Guard up, good defence build) or simply out-DPS them. On most Sword Intent builds you basically have 5-6 free turns. They might shift the burst up a couple cards, but you can basically bet on taking almost no damage for the first 3 turns at least.
PHOBIE Jan 12, 2023 @ 2:46am 
Only that Mu Yifeng can use a QI or Def aura, use + Mana/Def cards, the multi-hit will wreck all stacks of Guard Up, and you still can't out-DPS them. Unless you have imba RNG luck, which is slanted against anyone not Cloud Class. Also Cloud has the most chases, the iconic scaling attacks, a multi-hit and then also a mana attack, and enough DEF to not die in 4 cards.
Byte Jan 12, 2023 @ 5:25pm 
dunno in endgame i usually finish within 4-5 turns(+3-4 chases) with redhair Guy, i mean its not 240 dmg at once but combined its gettin close, and it can´t be countered as easy as sword intent shenanigans that you see coming from 5 matches ago.
I mean the sword intent combo has to be played in a very specific Order to work and the most change you can do is put the all out attack, one space earlier, if you are sure its enough for your Enemy.

It´s like the Tutorial archetype for other Players, so they learn the basics of keeping Cards arround for countering Decks that otherwise would end you.
PHOBIE Jan 17, 2023 @ 6:50am 
Originally posted by False_PR0phET:
dunno in endgame i usually finish within 4-5 turns(+3-4 chases) with redhair Guy, i mean its not 240 dmg at once but combined its gettin close, and it can´t be countered as easy as sword intent shenanigans that you see coming from 5 matches ago.
I mean the sword intent combo has to be played in a very specific Order to work and the most change you can do is put the all out attack, one space earlier, if you are sure its enough for your Enemy.

It´s like the Tutorial archetype for other Players, so they learn the basics of keeping Cards arround for countering Decks that otherwise would end you.

Red-hair guy is ugly, tho. Plus, you combat broken with broken, because he is just more OP.

The problem is unbalanced classes, much too high RNG vs skill component, and your success comes from finding Heartbroken Tune and Concentric Tune + your class card (guaranteed) + high chance of finding other debuff cards. Apparently noobs bashing with always the same build never gets boring.

Compare that to Tan Shuyan from the same sect who has only one crappy special card to pick, and it's easy to see Yan Chen has a vast advantage.

To add insult to injury, Tan Shuyan has to almost die to get one upgrade for her card, and only one upgrade is available. But then that card also doesn't do much, unless we are lucky with continuous healing card draws (needs 8 very rare cards to max). Now that determines her healing potential, the build she excels at, but healing builds are weak, slow, and RNG chances to perfect them are the lowest in the game.

Yao Ling, like Yan Cheng also has 3 special cards, and Jiang Ximing can attack 4 times in a row with enough RNG luck on card draw.

But all of them lose mid-game against a good max_hp damage elements combo, because that's broken. It's just not that obvious because of RNG obfuscating the results, and characters broken in different stages of the game.

Add to that someone losing 2 times is already outclassed, and cannon fodder for the rest of the game, ALT+F4 is the logical choice.
Subak Jan 17, 2023 @ 12:44pm 
I'm only ~1300ish but I did have one last night that I was just like welp... I win.
I think the last three fights I didn't even touch the deck, just absorbed it all or hit go.

I can't recall exactly what I'd mustered but it had to do with -4 max/current hp when playing an element? It wasn't just one 'thing' doing that though. I think I had a continuous and an echo formation along with a level-up selection compounding the effect.

Opponent guard up stacks were an ineffective speed bump because playing a card would proc the effect so many times (and do other damage/heal/def),

It was killing people in 4-5 turns. Some people were losing -0/0 and never even got to play an atk. 'Twas amazeballs.

Some people lasted longer. They had premium stuff, but it still just could not hold up. The bottom line... I'm not sure what could possibly deal damage or heal fast enough. It was like 4x -4 hp/max hp + other stuff all turns except the continuous and echo.
Last edited by Subak; Jan 17, 2023 @ 12:53pm
Subak Jan 17, 2023 @ 1:02pm 
Originally posted by PHOBIE:
Add to that someone losing 2 times is already outclassed, and cannon fodder for the rest of the game, ALT+F4 is the logical choice.

Nah.

No lie, my first 1st place finish was in ranked instead of casual and was a comeback from 1 destiny after probably 4-5 straight losses, then nothing but win.
PHOBIE Jan 17, 2023 @ 1:09pm 
Could be because on the developer spreadsheet max_HP damage weighted the same as HP damage, and stacked max_HP damage has no concordant threat escalation counter-acted by more rare card-draw options or diminishing returns etc., so the cookie-cutters favors you.

Some builds can win in 4-5 turns, some just can't. If your opponent also wins in 4 turns you have to have more cultivation so you act first.
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Date Posted: Jan 9, 2023 @ 9:30am
Posts: 13