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Anyways, as someone who likes reading these guides I hope to see what you do in Afterglow and wish you in the best of luck. It is people like you that help polish this game beyond what the base game provide.
My guides beyond this would be self-promotion at this rate, so if I actually do those, it would be about how you win against Project Afterglow, not the core game of Ruina. People can be just as good, if not better than me, if they learn from what they just copy-pasted. The foundation has already been set by me, it is just the matter of testing the cards.
I am sad to see that they have not aged too well but it is somewhat unavoidable from an early access game and I still think that they still plenty useful. I hope to see another guide from you later down the line, perhaps after the game is out of early access, but I wish you the best of luck in your endeavors whatever you choose them to be. I will definitely will have a look at Afterglow once I can make more progress in the game and get better at it too.
(Next time I will remember not to compose a 2000 character comment with a 1000 character limit.)
Seeing what a card does is simple. Actually understanding on how to use them is not so simple or easy. Understanding requires experience and gaining that experience can be a frustrating hurdle to overcome in the beginning. Not having deal with both the hurdles of deck building and using the deck helps with easing into the game proper. The real fun begins once I figured out how cards work together because that is the basics of building a deck, a group of cards that work together. Which is where the second half your guide comes in now that we understand basics of making a deck, how to start working on our own decks. The theme decks, how to use them on specific floors, the ridiculous decks, the meme decks, the "how is this working?" decks. You throw so many ideas to wall that it is hard not to be inspired by at least one of them.
Finally came back to this game after life, college, and many other games grabbing my attention and good heavens the amount of changes I come back to. I could go on and on about only the stuff I noticed but this is not the place or time.
I wanted to say thank you and everyone else that helped with this guide. I remember when there was only a guide instead of three of them and it helped a lot back then and now. The great part of this guide was that it helped me both with building a deck and using a deck. I initially used it as a training tool for combat, no worry over making a deck workable allowed to focus completely on using it instead. I could focus on the mechanics, the enemies, the dice, the light, and most importantly, the cards.
Remember that this game is still in early access and Project Moon has been nerfing both players and enemies.
I have a problem with the playerbase as they ward away the veteran players, calling them toxic elitists and other names, which means they do not want out help, yet they blame Moon making the game hard and demands nerfs when in fact nothing in the game can beat a simple Smoke Boris build, let alone the more intricate builds. In the end everyone who developed the mod banned Passive Transfer because of how it inflates your power level.
What Moon gives you is more than enough to beat anything they throw at this rate, just that people refuse to learn and acknowledge them.