100% Orange Juice
NoonyCurt May 31, 2016 @ 6:59am
Building a "deck"
Hi,

What is the point of picking cards before the game?

From what I've gathered, all cards chosen by all players are put into a single pool from which everyone draws. So how can I use this to help myself? Why should I pick good cards?

If I want to fight a lot, I'd pick combat cards and healing, but my opponents will get those as well.

Am I missing something obvious?
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Showing 1-12 of 12 comments
Ultrablockstar May 31, 2016 @ 8:48am 
Based on what I've gathered...

-You should choose cards that will typically aid your character
-Consider the cards other people would bring, if they typically bring cards that benefit you as well then invest on other cards.
-If you're opponent typically use hyper-dependant character, Passionate Research and Nice Present (forgot the actual name) are the most common cards they will pick. If they're hyper-independant or if their hyper isn't all that good, then expect Mimic. Final if their hyper is typically very expensive (30-40 star cost), then expect President Privilege.
-Gift Exchange is a very good card against hyper-dependant characters.
-If you're playing as a passive character, then you're better off chosing cards that would increase your chances of survival but also increase your star input. This is one of those rare cases where Dinner might actually be a good card for once (Though it's admitedly still pretty low teir)
-If you're playing as an agressive character, then cards that will increase your attack will typically work. However be wary of the possibility of someone using Shield Counter and Reverse Attribute, and yes this advice works both ways. There's also a case where you can pick cards that will indirectly increase your stats (Pete and Kae comes to mind)
-If you're playing as a character who controlls your die input (typically for only 1 turn) then cards that prolong combat (Final Battle and Little War) or cards that can be used due to the predictability of the hyper card (Oh My Friend (again forgetting actual names)) is recommended. Of course such characters can be predictable and easier to counter... in some cases.
-Of course chosing cards to counter other players is situational and not recommended (As I've explained in the Krila thread)
Solidus May 31, 2016 @ 9:09am 
In short, it's part of the game strategy to consider what kind of cards your opponent may bring. And always try to put cards that benefit you more than the others, specially because it's more probable that your opponents end drawing the cards you chose.
Dazenith May 31, 2016 @ 9:18am 
Kae is a good example of cards that benefit her more than other characters.
Kae benefits from even further increased stats from I'm on Fire and Rainbow Coloured Circle than other characters thanks to her special ability. Also 300% Heat trap being used against you is partly negated by the increase in stats.

For more information read about deck building for every character this lovely guide by UnLuckyCat: http://steamcommunity.com/sharedfiles/filedetails/?id=472501062
Miuna May 31, 2016 @ 9:22am 
As the others said, the best idea is to build your deck with cards YOU find useful, the games strategy is everyones cards are in the deck, meaning you will get a card not too good for your character which others brought whilst equally you could get your own cards or useful cards someone else brought along.
The easiest way to think of this is using QP Dangerous, her stats are based on the pudding cards she carries, so of course you fill the deck with pudding, ignoring hypers for now, you will have a 25% chance of drawing a pudding card to play with your stats. The chances of other players bringing pudding cards aren't all too high (except pudding, which works as a great heal card) so this is how you ensure and build QP how you want her, oviously the limit on cards stops you bringing say only one type of pudding so you don't go overkill in say evade and then beat everyone down ect.

In summary, the game startegy is built around your cards, you might decide to not bring useful cards but troll cards which others find useless, it works well in some cases if you probably wont use cards, additionally consider enemy cards, combat teams will bring related cards, this could be your way to gain a step ahead or just bring that card you want along (if you going to play stars, shields and reverse shields and such are handy, same for defencive).

Remember my QP Dangerous example, she is built around her deck, whilst others are not so reliant on the cards they hold as she is, it's the same princible, the cards you bring will play into what you or others collect so think. As you play lots of characters (i just random every game now), you will find yourself crafting unique decks for each character, some might use a general say attack or defending card set whilst others will be character unique.

EDIT: As Dazenith said, Kae is another good example (strange i didn't think of her as she is one of my favourite characters) of card strategy and how the cards you take can make big differences
Last edited by Miuna; May 31, 2016 @ 9:25am
Monsieur Crow May 31, 2016 @ 10:04am 
Seagulls and cookies, it's the only way.

I miss the days where I could pack 3 Passionate Research cards into my decks.
Hearts™ May 31, 2016 @ 11:35am 
Aside from the strategic side of deck-building, it also plays a huge part in what kind of game you're going to end up playing. Some people like certain cards from a flavour point of view. Personally I like how cards like Exchange and Oh My Friend can drastically alter the direction of a game. And it's fun to see Gift Exchange and Tragedy in the Dead of Night because of how they let alternative characters use each other's hypers.

But yeah, as a rule of thumb, I include Gift Exchanges when I'm playing characters who have sort of crappy hypers (like Tomomo, Fernet, etc). It's fun to see people grit their teeth over losing their precious hyper cards, especially Poppo and Suguri players.
UnLuckyCat May 31, 2016 @ 12:55pm 
Originally posted by NoonyCurt:
If I want to fight a lot, I'd pick combat cards and healing, but my opponents will get those as well.
You'll want to pick cards that suit your own character's stats the most.

If you have high defense, then each point of HP from healing lasts you longer than someone with less defense. On the other hand, losing health from Mimyuu's Hammer or Cloud of Seagulls is more punishing.

But the opposite is also true, so if you have low defense, 1HP from Saki's Cookie won't last you very long (you might just die anyway in one fight). If you have high evasion instead, you can safely take cards that reduce HP and defense, but your opponents may not benefit as much.

Mostly, you want to avoid cards that completely counter yourself. Like a Nanako bringing Reverse Attribute Field, Out of Ammo, Gift Exchange, Extend, or Pudding.
Ultrablockstar May 31, 2016 @ 1:36pm 
btw... random question, but does Military Sora's auto-revive cancel out the use of an Extend (obviously no one in their right minds would bring an Extend as Military Sora, but I'm curious)
UnLuckyCat May 31, 2016 @ 1:39pm 
I believe a recent patch made it so that her auto-revive in battle will trigger first, saving an Extend effect if you had one. However, if she dies outside of battle, the Extend is still useful. Haven't seen it, though.
Ultrablockstar May 31, 2016 @ 1:56pm 
Originally posted by UnLuckyCat:
I believe a recent patch made it so that her auto-revive in battle will trigger first, saving an Extend effect if you had one. However, if she dies outside of battle, the Extend is still useful. Haven't seen it, though.
Honestly most defeats are from battles, unless you were unfortunet enough to land on the Big Bang Bell or luck wasn't in your favor when a residant Yuki uses her Gamble... (I would say Tomomo, but considering MSora revives with half health, Ironically protects her from Tomomo's spawn kill tactics)... though it's not impossible you can easily just be unlucky with an Air Raid or Hammer (actually Cload of Seagulls would do what Tomomo can't do and spawn kill MSora). OK, I see your point now... but most deaths are still from battle. (I didn't include Fernet's hyper... because well.... not exactly worth it IMHO)

Edit: I just remembered Marc's hyper... MY POINT STILL STANDS!
Last edited by Ultrablockstar; May 31, 2016 @ 1:58pm
SomeGuy712x May 31, 2016 @ 2:29pm 
I just tested this, and if you use Extend as Military Sora and then get KO'd in battle, the Extend's effect triggers, and you revive next turn with full HP instead of 2.
Last edited by SomeGuy712x; May 31, 2016 @ 2:30pm
UnLuckyCat May 31, 2016 @ 3:27pm 
Ah, I thought it would be like QP's hyper that will trigger instead of Extend so you keep that effect. Guess since it's not a card, the Extend has priority. Still worth using, if only just to waste 10 stars and go for Wins since you'll likely die a lot so you don't want to give anyone else stars.

Probably not worth bringing in your Military Sora deck, but other expensive cards work out great because nobody else can afford to use them if they try for star normas.
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Date Posted: May 31, 2016 @ 6:59am
Posts: 12