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May be a bit situational but it's still a thing.
Actually goes for any trap. Mark, place, hound someone after they step on it.
True, but it's easier to capitalize on those traps that actually weaken the victim in some way. But, yeah, Present Thief does probably just that, at least against card-reliant characters.
Since Mira's hyper is so useless, I don't think there is any point in trying to pull off tricks with it. His passive DO have some synergies by itself though:
-Piggy bank: Player's will have a nasty drawback if they steal your stars.
-Pathblockers: When this one gets released, Mira will have some control options around the board.
-Mimic: Mira's hyper sucks.
Aside from that, build the deck like you're playing Hime.
Iru
Sealed guardian could be an option if you want to go for wins. At least your oponent will fell very discouraged to use the SG if he draws it, as long as Iru has cards in her hand. But going wins is a bad idea in the first place.
Iru stats prefer a star farm and prey on weak play style. Some good cards for this would be:
-Tactical Retreat, Shield Counter, Reverse Attribute Field and Ambush as exposed by OP.
-Rbits: Good to cover that nasty -1 def, also allows to take situational risks and attack players with HP > 1.
-Shield: Outclassed by Rbits, but still situationally useful.
-Quick Restoration: Outclassed by Rbits, but still situationally useful.
-Dash!/Windy Enchantment: While everyone could make good use of these, there is no best way to capitalize on Iru's passive that having an edge on movement. Not the best pick in the general sense, but Iru doesn't have a lot of good synergies anyways.
Honestly, I see Mira getting buffs somewhere in the near future.
While Iru is inconsistent with wins (given that 0 ATK is unreliable, she's frail, and she can't do much if opponents are good at keeping their HP at max), her hyper and passive have the potential to give her a lot of wins, so I think it's good to be flexible. With her hyper, she also has an alternative option to gain wins when the boss is out, while other bullies have to attack players or try to KO the boss when they are stuck with win norma.
As others have mentioned, battle cards that boost DEF and / or have a going-second bonus are a good choice (Shield, Shield Counter, Rbits, RAF, Tactical Retreat). Dash! and Ambush seem like good cards that let her target other players, while being able to use the defense cards if they are used against her.
I don't personally like Gentleman's Battle: Even with the initial 1 damage and the attack-first bonus, attacking a near full-HP opponent doesn't seem so good to me, and the opponent could make use of the going-second combat cards to fend off the attack.
I also like Nice Present, since Iru can't do much without cards. For a more win-oriented build, out-of-combat damage effects and Passionate Research are useful.
I haven't really though about the upcoming cards yet.
(on a side note, I don't like that the Valentine rerun isn't optional, so the deck is watered down and we can't properly test the new characters)
Iru, liking:
3x Long Distance Shot
3x Shield
1x Reverse Attribute Field
2x Tactical Retreat
1x Shield Counter
Iru, any cards that can deals damage to other players.
Go Away: This is one of the most neutral traps in the game. The only character who can really leverage it is Mixed Poppo, but it doesn't really matter because your matchup against her is favorable and she's not commonly played. The idea here is that Binding Smoke makes the chances of this trap causing an unfavorable position significantly higher for your opponents than you (even if you're not personally able to capitalize on it). Beyond that, I recommend placing it within a roll of your Homespace so that it can potentially be used by you as an acceleration tool.
Mimic: Gives you an out to your Hyper while being extra hard to use against you. I've not personally used this tactic but worth considering I think.
Saki's Cookie: Your below average health makes this a boring but solid option. Unfortunately your low defense prevents this from being a great option since there are many characters who will get more value out if it than you (still probably +EV vs random/unknown characters/stage/events).
Gift Exchange: This is what I've been using instead of Mimic. Mira doesn't exactly want to use Gift Exchange, but they also don't really care if it happens in most circumstances. If someone gets your hyper it's literally useless to them and there are very few cards in the game that Mira can't extract some degree of value from (even though most of these cards are -EV to pack).
Mix Phenomenon: Not a good choice if you're packing many traps, but I only pack 3x Go Away. The idea here is that you have slightly more potential to play off a few of the factors that this card imposes on the game. 1st, it can bury boss spaces for a few turns. 2nd, it adds heal spaces to the board. 3rd, it gives your hyper a new range of opportunities. It's particularly interesting on stages designed around Warp Move dead ends (Starship and TI Night) since players can end up trapped for several turns while your hyper can potentially give you an out.
PotG: Used to bait opponents into triggering one of the above events.
^TL;DR, the deck I've been using is:
3x Go Away, 3x Gift Exchange, 2x Cookie, 1x PotG, 1x Mix Phenomenon