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-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)
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
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
I miss the days where I could pack 3 Passionate Research cards into my decks.
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.
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.
Edit: I just remembered Marc's hyper... MY POINT STILL STANDS!
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.