Card-en-Ciel

Card-en-Ciel

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PewPew Sep 16, 2024 @ 5:17am
What's your favorite card mechanic?
Like banish, setup, convert etc?

For me I personally think banish is just beyond busted. The card that lets you banish 2 from the deck is just a better pot of greed. And most banish targets like particle cannon and my soul's burning bright even shows up in your hand after getting their effects triggered.

Doesn't help that suspend on cheat cards make it so you pretty much have them permanently. The only downside is the card that searches your deck has a limit of 30 cards it can see. (they probably never thought someone would have 40 cards in their deck)

Setup is fun but it's kind of a pain in the ass to set-up (heh), reboot is also fun but it just clogs your deck with the muse cards.

0 card cost forge combo at the tutorial seemed busted but then you never realistically get that combo ever again due to muse rng lol.
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Showing 1-15 of 15 comments
Eenkin Sep 16, 2024 @ 7:30am 
Currently of the demo, it's Banish. The 2 dungeons that has them just has cards/enhancements that not only gets around the mechanic, but can scale great pretty good out of it.

My Soul's Burning Bright just gets a ton of break for a 1 cost and affects all copies of it. If you can also get reboot enhancement on it, enemies pretty much can't attack by turn 2. Connecting Charge being a reboot can scale albeit slowly, but can get high damage since playing each copy boosts its attack. Then there's Wind Eraser that just searches and adds them to your hand + proc reboot/banish effects.

Honestly, I think Banish just has a lot of low costing cards with good effects in the demo that ultimately can circumvent the whole banish portion too easily.

Setup is hard to pull off outside of early turns without Suspend (especially if you just get a lot of card draw). I personally have to rely on Tongue of the Ancients muse to start a build going with that, and even then I need to activate setup 3 times per battle (preferably early on). The only setup card I've relied so far is Seeds of Helianthus, but only because it's a 0 cost action that can proc its effect on either setup or as a successful action.

But yeah, if you can pull it off, it can be fun to plan for setup.

As for the other mechanics, there's not a lot of convert cards to work with and I've been pretty much ignoring Amp. Amp's just one of those cases of "if it happens, it happens", but I don't find myself in a situation where I should just use it as movement card for the stat boost of the next attack/break/draw. (There's also the whole, use as many 3 cost cards especially with certain muses active, but I just find 3 costs just too clunky to use in general unless they can discount themselves.)
Last edited by Eenkin; Sep 16, 2024 @ 7:43am
PewPew Sep 16, 2024 @ 8:14am 
3 cost card is really strong, I was able to almost hit 1k with it in 1 turn. But the stars all aligned with 2 copies of the 3 cost that cost 0 when you use a 3 cost into the banish and that makes a forge but with 0 cost into the x = copies into psy (does 20 damage per 3 cost used a turn).

But ye setup and amp is hard to do. Amp is strong sure, and it’s quite easy to setup since you just slot in the wild amp hero + copen or double copen.

I also usually never try to meet the hard conditions of muse (like the 3 cost giant or the 8 card draw/5 draw in 1 turn), I just set them on the field but that’s me.

And glad you agree with banish, it’s so strong and so easy to setup it’s crazy. And having a huge deck is not that big of a deal with it too.
Zelxios Sep 16, 2024 @ 9:49am 
i like reboot and yeah banish is op especialy with cards that gain from banish like burning soul and the other one that reduce the cost to zero when banished. those two cards with the one from "gunvolt"(a real game inti made check it out on the switch) it banish all cards in hand and deal damage per card, that with a draw cards cheat rolls any normal encounter. i really hope they dont change banish because at the end of every encounter you MUST take a card there is no skipping so ways to thin the deck is a must have
Last edited by Zelxios; Sep 16, 2024 @ 9:51am
Kite Kaze Sep 16, 2024 @ 9:50am 
My ranking deck is:
S: 0 cost deck: Basically no drawback, very easy to acquire, and not dependent on any Muses.
A: Reboot deck: Reboot trait + X Copies + -1 cost trait = the same as 0 cost deck.
B: Banish deck: Also powerful. But may not last a round because of cost.
B: Setup deck: When combine with Suspend trait, it's no longer depending on card amount. Only work for 2nd main dungeon.
C: 3 cost deck: Have some successful with it. Require Heit Gapo Card, Trait, and Yura Muses.
Amp deck: Have not try. But have low preference due to depending on Card, Muse and situation.
PewPew Sep 16, 2024 @ 10:00am 
Originally posted by Kite Kaze:
My ranking deck is:
S: 0 cost deck: Basically no drawback, very easy to acquire, and not dependent on any Muses.
A: Reboot deck: Reboot trait + X Copies + -1 cost trait = the same as 0 cost deck.
B: Banish deck: Also powerful. But may not last a round because of cost.
B: Setup deck: When combine with Suspend trait, it's no longer depending on card amount. Only work for 2nd main dungeon.
C: 3 cost deck: Have some successful with it. Require Heit Gapo Card, Trait, and Yura Muses.
Amp deck: Have not try. But have low preference due to depending on Card, Muse and situation.

Wait really? You f ind banish costing a lot? you should prioritise the cards that give cost when banished (legendary??), 0 cost 2 banish atk/ 2 cost 0 when vanish atk rare, and the fire sword gundam 1 cost, 0 cost banish 1 draw 2. Those are like the main engine and they are super cheap to use. I never struggled as far as cost goes. And if you have the one that banishes from the deck 0 cost, you don't even care about your starting hand anymore.
Kite Kaze Sep 16, 2024 @ 10:10am 
Originally posted by PewPew:
Wait really? You f ind banish costing a lot? you should prioritise the cards that give cost when banished (legendary??), 0 cost 2 banish atk/ 2 cost 0 when vanish atk rare, and the fire sword gundam 1 cost, 0 cost banish 1 draw 2. Those are like the main engine and they are super cheap to use. I never struggled as far as cost goes. And if you have the one that banishes from the deck 0 cost, you don't even care about your starting hand anymore.

The thing with Banished deck is, it requires two cards available: The banishing and banished card. As the deck grow, you will likely pick full hand of one type and lose 1 turn not be able to do much.
Another thing is, when in tough situation like the cost running out, no wild card can help.
On the other hand, put "full draw of 0 cost" wildcard in 0 cost deck/reboot deck basically win for you in a single round.
Last edited by Kite Kaze; Sep 16, 2024 @ 10:13am
PewPew Sep 16, 2024 @ 10:14am 
Originally posted by Kite Kaze:
Originally posted by PewPew:
Wait really? You f ind banish costing a lot? you should prioritise the cards that give cost when banished (legendary??), 0 cost 2 banish atk/ 2 cost 0 when vanish atk rare, and the fire sword gundam 1 cost, 0 cost banish 1 draw 2. Those are like the main engine and they are super cheap to use. I never struggled as far as cost goes. And if you have the one that banishes from the deck 0 cost, you don't even care about your starting hand anymore.

The thing with Banished deck is, it requires two cards available: The banishing and banished card. As the deck grow, you will likely pick full hand of one type and lose 1 turn not be able to do much.
Another thing is, when in tough situation like the cost running out, no wild card can help.
On the other hand, put "full draw of 0 cost" wildcard in 0 cost deck/reboot deck basically win you the in single round.

You can do that for banish too tho? Use the one where you draw until your hand is full.
Kite Kaze Sep 16, 2024 @ 10:16am 
Originally posted by PewPew:
Originally posted by Kite Kaze:

The thing with Banished deck is, it requires two cards available: The banishing and banished card. As the deck grow, you will likely pick full hand of one type and lose 1 turn not be able to do much.
Another thing is, when in tough situation like the cost running out, no wild card can help.
On the other hand, put "full draw of 0 cost" wildcard in 0 cost deck/reboot deck basically win you the in single round.

You can do that for banish too tho? Use the one where you draw until your hand is full.
It costs 1 cost for that card, unless you have -1 trait for it, which is also very situation.
Eenkin Sep 16, 2024 @ 11:19am 
Originally posted by Zelxios:
i really hope they dont change banish because at the end of every encounter you MUST take a card there is no skipping so ways to thin the deck is a must have
There will be pvp in the full game, and while I'm not sure what are the details on how decks are brought in (or how it'll operate compared to single player), if a certain mechanic is too overpowered, they may make balance changes after launch (or none at all and this would be a one-and-done deal...)
Coxatris Sep 16, 2024 @ 1:46pm 
Banish + Draw
0-cost + Draw

These are both top tier. Everything else isn't even close.
Banish card combos goes crazy.

Didnt like 0 cost until I got the +1 cost card.

I like Setup the best. Pretty fun to play.
LandRoverAttack Sep 17, 2024 @ 12:14am 
I like Amp a lot tho it's a bit harder for it to come together than some other strategies. But it has everything you need: draw power, attack boosts, Break boosts, and damage mitigation with the movement.

The great thing about Amp is that it's always 0 cost (well, -1 card except for Draw Amp). Getting Reboot on Amp cards feels so good, too...
And the Aelfric card activating nearly every Muse at once is so satisfying.
seireitei92jp2 Sep 18, 2024 @ 4:11am 
Draw is top tier no question, then combo it with 0 cost and you start slaughter everything
chanakochan Sep 22, 2024 @ 3:30am 
Originally posted by PewPew:
The card that lets you banish 2 from the deck is just a better pot of greed. And most banish targets like particle cannon and my soul's burning bright even shows up in your hand after getting their effects triggered.

A note about that card: at first glance, it looks like its effect is to banish two chosen cards from your draw pile. But when you read the tip box for Search carefully, it says that the chosen cards are put into your hand. Thus if said cards can negate the Banish, they will end up in your hand.
chanakochan Sep 22, 2024 @ 3:37am 
I think this game is very well balanced, at least up to the demo contents. Every deck type featured in the demo dungeons works, and it's not too hard to make them work well. Winning is virtually guaranteed up to Hard +3 just by building on your starting Muse. (Grade 3 win would call for a bit more experience and knowledge.)
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