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Edit: Oops, I had Long-Distance Shot in the wrong spot for Syura, so I bumped that down where it belongs. Those kinds of cards are terrible for Syura since she's relatively tanky. Static damage cards are actually some of the best for Alte's stats when she's not at 1HP with a hyper ready. Although most players aren't going to be nice with LDS, so that's only going to be useful when she draws it herself.
Updated Sora's new card border
Added Alte/Kyoko unit+hyper cards, and adjusted their cards up/down based on several factors.
Isn't President's Privilige a decent card for Alte? It has good synergy with sealed guardian, chariot and forced revival which are in her favor.
It should probably be at least neutral, though.
An issue I've found with President's Privilege on Alte is that it works against her more often than it helps.
Giving Marc a cheap Big Rocket to use or letting Sora/Suguri bumrush you with high rolls is just not worth the benefit of using a small subset of cards like Sealed Guardian late-game.
Changed Kyoko's cards a bit (more importance on Hyper)
Added Enemy characters (Chicken, Robo Ball, Seagull)
Added Boss characters (Store Manager, Shifu Robot, Flying Castle)
Let me know if anything seems wrong. Honestly, the bosses are tough and it feels like it's all subjective since I went through every card one by one to consider their unique quirks. I'd love feedback from those who play as or against them a lot.
The Boss, meanwhile, might end up with somebody else's Hyper. This is a pure win situation for him, as it gives him a reason to even seek out a Draw panel - discarding somebody's Hyper is a MASSIVE gain even with the loss of 1HP. Even better if you got to fight somebody on a Draw panel, something you usually hesitate to do.
This is quite literally the only way the Boss can manipulate what cards are in the play. It also helps that having other people's hands messed with can help you... or hurt you, if you attack a Poppo who pops up Beyond Hell at 1 HP. But there is almost no card which can never bite you in the back, so I'd say that overall, Gift Exchange is a fantastic card for Boss to bring.
*Store Manager, Boss, whatever.
You're better off hording the hyper card than discarding it. As there's a total of 8 hyper cards in the entire deck, any hypers that are in people's hands are forcefully kept from the deck until they get discarded. Yes, there are still 7 other opportunities to get hypers, but that's better than letting your opponents have 8 opportunities. The only thing to be wary of is if Tragedy in the Dead of Night or Exchange are in play, as you don't want to hand off those hypers to them.
The same mindset works with non-hyper cards as well. Withholding an Oh My Friend or a Shield Counter from your opponent's grasp gives you freer range to do what it is you do.
Gift Exchange, at the very least, can be a useless card that takes up space and doesn't help or hurt. Same thing as Flamethrower, if people aren't using them, they're also not holding onto something better. It's not like Aru where you have to weigh the odds people will actually use the thing or not.
But if you manage your inventory hand properly, you can choose which cards you'll give to other players via Gift Exchange. You're essentially a second deck for players to draw from, except you have full control over what's in it.
Though I'm not sure if it fits under Best Cards. Actually I've never put it as anyone's best card, since you'll never know how it really affects you or others.
After all, even if he loses three Accelerators from somebody using Gift Exchange, it doesn't hurt him. I mean sure it would've been better if somebody had used it AFTER he had discarded those great Hypers, but it's not like he himself could've used them.
Additionally:
-All healing cards should be in 'Worst' or at least 'Bad' for Chicken and Seagull, since they'll probably die in one hit regardless of HP level
-All three enemies should be strongly considering Tragedy in the Dead of Night and Gift Exchange, since they're not drawing anything that will help them much anyway
-For the same reason, they should not be using any cards that enhance drawing (e.g. Research) since other characters will almost certainly get better cards than them. Flamethrower may also benefit them by getting rid of other character's hypers while probably not depriving them of anything of value.
-Seagull should probably consider Sealed Guardian, since it is effectively always in danger of dying anyway but might at least secure a kill through this card. On the other than, by the time Seagull can use it, it isn't likely to make a difference.
-Given that all three characters cap at 3HP, I see no reason why they should ever be using Lonely Chariot that doesn't benefit anyone else more.
For bosses, I don't have too much to say other than the fact that Store Manager should probably not ever employ Dash and Flying Castle should always employ Lonely Chariot. Lonely Chariot, besides Pudding, is one of two cards that makes Castle viable as a character -- he has enough HP to use it for a long time, and the guaranteed fives make him far far far more resistant to being attacked from behind.