Yi Xian: The Cultivation Card Game

Yi Xian: The Cultivation Card Game

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Mu Yifeng Fulu Sword guide, by 许十安
Von Xom
Mu Yifeng Fulu Sword guide by 许十安

April 2023

translated from https://tieba.baidu.com/p/8383787370 by Xom
   
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Preface
At the end of the pre-Dao-Mindset season [TL: 2023-4-20], I had achieved a rating of 10022 playing Mu Yifeng Fulu Sword. I wrote this guide at the request of my friend and senior 朝酒晚. [TL Note: Many of the screenshots in this guide are from 朝酒晚's perspective.] I'll post it to Bilibili; if you have questions, ask there. Afterward I'll make some videos to explain in detail.



I went from 9000 to 10000 in about ten days. I was top four about 95% of the time, and first place 15%. The environment feels suited to Fulu Sword. Of course, I also benefited from the guidance of an advisor.
I. Daoist Rhyme Omen
Daoist Rhyme Omen priority:

Spirit Gather Citta-Dharma > Giant Kun Spirit Sword > Spiritage Incantation > Dharma Spirit Sword

[TL Note: I don't know why Dharma is listed above while below it's recommended against.]

Egret Spirit Sword and Moon Water Sword Formation are situational. CentiBird Spirit Sword Rhythm via Daoist Rhyme Omen is not recommended. None of the Incarnation cards are recommended (don't be greedy for Dharma Spirit Sword!), too much impact on tempo. Dharma Spirit Sword is not must-have; with good rolls in Immortality, when you reach Incarnation, without Dharma Spirit Sword you can still win.
II. Early transition plans and Immortal Fate choices
Rounds 1–3: Too weak, give up. Can exchange a little, can also exchange a bit more in Round 1, based on what you draw, decide your transit plan for Rounds 3–8. Qi cards are recommended for making the transit; Cloud Sword won't trigger Sword In Sheathed as much. Of course, if you hit upon a critical mass of Cloud Sword, then it's stronger.

Let me explain the reasons Sword Intent is not recommended for making the transit: Firstly, the core of our Fulu Sword gameplan is qi defense and Dharma Spirit Sword, and to be strong in Immortality phase. Sword Intent will use up many exchanges, impacting our deck quality in Immortality phase. Secondly, if we're going to play Fulu Sword, we won't be able to use any of the cards we already have when we break through to Immortality at Round 8. Sword Intent doesn't fit our gameplan.

At Round 3, break through to Foundation, and pick Sword In Sheathed as the Immortal Fate. (It's the pick 99.9% of the time.) If you come out of the earlygame with a stable Destiny total, the almighty Sword In Sheathed probably carried you. (Tip: Fuluist cards "deal DMG" instead of attacking, and trigger Sword In Sheathed.)

Much of playing Fulu Sword well is in your skill at transiting the earlygame: how you can make the best combination out of garbage cards, how you can use Sword In Sheathed to block more damage.

At Round 6, break through to Virtuoso. Immortal Fate priority: Epiphany > Thunder Tribulation > 2-cultivation. Among 2-cultivation: Inheritance of Spirit Sword > Tool Governor > Inheritance of Sword Formation > others. (If you get 2 cultivation here, then you can break through to Immortality at Round 8 with seven cards leftover; Incarnation at Round 12.)

To elaborate: If you have qi, choose Inheritance of Spirit Sword (Giant Roc and Giant Whale are both strong part-time cards); if you lack qi, choose Tool Governor (Spirit Absorb Fulu and Miasma Fulu are also high-quality transitional cards); Inheritance of Sword Formation has only Mirror Flower and Consonance: Mirror Flower Sword Formation is used in Immortality phase and even through to the finals, a key card in Immortality, but not too strong in Virtuoso, has some use after Reflexive Sword; Consonance Sword Formation is relatively average.

Fuluist side job:


Inheritance of Sword Formation: double Mirror Flower is first prize, single is second prize, no Mirror Flower equals thank you for your patronage.



Inheritance of Spirit Sword: Giant Tiger is somewhat weak; the others are strong part-time cards.
III. Immortality phase particulars and example decks
At Round 8, break through to Immortality. For Immortal Fate, only Shade Of Cloud is recommended. Round 8 is very intense; in Round 7, prepare by noting the cards you'll be getting rid of. Keep only cards that generate 3+ qi, high-damage qi consumers (Giant Whale, Giant Roc, etc.), Miasma Fulu, and Mirror Flower Sword Formation. The cards you want to find are Raven Spirit Sword, Mirror Flower Sword Formation, Spirit Gather Citta-Dharma, CentiBird Spirit Sword Rhythm, Egret Spirit Sword, Giant Kun Spirit Sword, Moon Water Sword Formation, and Spiritage Incantation. (You don't want un-upgraded Cloud Sword - Pierce the Star and Flash Wind, nor should you hold on to Inspiration Sword or Flow Cloud Chaos Sword.) Cards you can make do with are Giant Roc Spirit Sword and Reflexive Sword. Immortality usually requires a lot of exchanges. If your results are average, there's no problem with using them all up; if your results are very good, you can leave 10 exchanges unused each round.

[TL Note: The last recommendation doesn't make sense to me, but that's what the guide says, even though I think it would make more sense to either stop at 10 when satisfied and let them start saving and accumulating, or else to only start saving next round, from 2 unused exchanges, such that you end Round 11 with 10 unused exchanges.]

Tip: Be sure not to stubbornly hold on to Spirit Absorb Fulu or Calm Incantation. Prioritize the current battle. For example, if in Round 8 you find two copies of Spirit Absorb Fulu, but lack damage, don't hesitate, quickly exchange them away and look for damage cards or key cards. Live in the present, don't go out of your way to hold cards for the future.

Decks for transiting Immortality phase (Rounds 8–11): Best are qi-DEF synergies or lots of Chase (basic numbers with Giant Kun, Giant Roc, and damage cards).

1. Qi-DEF: Best positioning is 2x Consumption (Spirit Gather, CentiBird, or Spirit Absorb Fulu) + Moon Water + qi card (Spiritage Incantation is best) + Raven + Kun (optional) + Mirror Flower. At the end, you can put another Chase or qi card (not another Mirror Flower). Don't aim for three Chases, usually two is best for build-up. [TL Note: I guess the author really wants to play five build-up cards? (Which leaves room for at most two Chases.) Maybe if your hand is really overflowing with Chase cards, you'll do better with option 3, below.] In Incarnation, when you find Rule Sky Sword Formation, it can replace Kun, and if you also have Chain Sword Formation, you can do Moon Water + Rule Sky + Spiritage + Raven + Chain + Mirror Flower. (In the mirror match, move Moon Water to the end. Also against decks that wipe out your DEF every turn in the first pass, move Moon Water to the end.)



2. Qi growth with Egret Spirit Sword: Qi cards (Spiritage Incantation is best) + Raven + Egret (if you have Raven or Spiritage, Moon Water is also playable). Egret doesn't always have to be last; appropriate forward positioning can be better for doing damage. As for how to decide quickly on Egret and Raven, if Moon Water and Raven are upgraded, play Mirror Flower, whereas if Egret is upgraded, play Egret.



3. Chases: Simply put, just lay your damage cards out. Best is Kun into Mirror Flower, 3 qi for 20+ damage and DEF, just by numbers, it's very powerful. You can also do qi into Kun/Roc into damage cards (Mirror Flower, Giant Whale, Reflexive Sword, etc.). Reflexive Sword into Kun into Mirror Flower is also a powerful combo.





Many times in actual games, you won't necessarily find a complete deck, at which times you'll probably play a mix of the above, but the concepts are the same. Raven Spirit Sword deserves especial praise here: with Spirit Gather Citta-Dharma, it's massive DEF in one move, at least a trade of one turn for one turn, steady profits with no losses.
IV. Incarnation phase Immortal Fate choices and endgame builds overview
Normally, break through to Incarnation at Round 12 (having gotten 2 cultivation from Virtuoso Immortal Fate). Again, in Round 11, prepare by noting the cards you'll be cutting. When breaking through, prioritize merging cards over absorbing. Absolutely do not delay breaking through in order to hold more cards for the future (unless truly all of them are key cards). The sooner you break through, the sooner you can use up all of your exchanges to become stronger.

Cutting cards in Round 12 is often a vexing task. Here's a brief list of what cards to cut first when you feel there's nothing you can cut: 1. If you have enough qi cards, you can cut un-upgraded qi cards. 2. Non-max-level Calm Incantation and Spirit Absorb Fulu (Calm Incantation is usually only useful in the mirror match; as for Spirit Absorb Fulu, if you really need to cut it, cut it, we usually want to play Divine Walk Fulu + Spirit Gather Citta-Dharma.) 3. CentiBird Spirit Sword Rhythm (unless you're just waiting for your fourth copy) and Giant Roc Spirit Sword. When you don't have a lot of Giant Kun Spirit Swords, often you can throw away CentiBird.

Cards you're looking for at Incarnation: Rule Sky Sword Formation, Chain Sword Formation, Dharma Spirit Sword, Divine Walk Fulu, Thousand Evil Incantation. When playing Dharma, Dragon Roam can also be useful to break Guard Up.

Incarnation Immortal Fate choices

With no cards to exchange after breaking through: Shattered Dao > Draw 3 > Fortunes and Luck > Spring Course Tea > choices that don't give cards

With enough cards to exchange, healthy on Destiny: Shattered Dao = Store Qi > 3-cultivation > Fortunes and Luck > choices that don't give cards > Spring Course Tea

With enough cards to exchange, low on Destiny: Shattered Dao > Recuperate > Solid Foundation > cards > Spring Course Tea > others

Choice-by-choice

Shattered Dao: Divine-tier Immortal Fate, never bad, there's no problem with taking it whenever you see it.

Inheritance of Spirit Sword: Best of the 3-cultivation choices, Incarnation has Dharma, Giant Kun, and Egret (relative to Virtuoso).

Inheritance of Sword Formation: Next best, Rule Sky Sword Formation and Chain Sword Formation are important key cards.

Tool Governor: Not bad at all, Divine Walk Fulu and Thousand Evil Incarnation are both key cards.

Store Qi: If you already have cards to exchange after breaking through, this Immortal Fate is excellent. When using Dharma Spirit Sword, Store Qi makes it easy to kill in four turns; with Store Qi and high deck quality, you can kill in three. At the same time, Store Qi + lv.1 Divine Walk Fulu + lv.2 Spirit Gather Citta-Dharma is enough to support Kun-DEF and its variations.

Fortunes and Luck: Tolerable. Shadow Owl Rabbit and Colorful Spirit Crane need no explanation. Fortunes comprise Spiritual Pets, Talismans, and Secret Enchantments. The Secret Enchantments aren't too suitable for Fulu Sword (except Secret Sword - Spirit Cloud). The others are all usable, but not impressive.

Endgame builds overview

There are Dharma, DEF-Sword, Kun-DEF and its variations, Egret loop, and a few specific decks to play against Elixirist Cloud Sword / Polaris / et cetera. I'll explain them one-by-one as I discuss matchups. Here let it be said: Fulu Sword simply does not fear Ice Spirit Guard Elixir. When you play Fulu Sword, if you see Guard Elixir and think it's hopeless, it's probably because your Fulu Sword is too inflexible, you only know Dharma.

About the oft-used Dharma Spirit Sword, let me just say, please calculate damage. The qi for Dharma Spirit Sword is easy to calculate, just sum all your qi, subtract the qi used (by Rule Sky, Egret, Thousand Evil), and what's left goes to Dharma Spirit Sword. Take your calculator out, and figure out how many setup turns is best. If you have Thousand Evil, remember to multiply by 1.4. (Don't forget Dharma Spirit Sword's base damage of 5.) Egret damage is similar to calculate. If you want to be exact, include Thousand Evil's Internal Injury, too. If you can't even calculate damage, then to be blunt, your skill is insufficient.
V.1 Endgame decks and lineups, matchup-by-matchup (1)
[TL Note: Section V is divided into three parts solely due to length limits on Steam.]

Generally speaking, Dharma is playable against any deck, and only fears Ice Spirit Guard Elixir, so I won't write too much about Dharma.

Hexagram Formacide

Look specifically whether it's one Hexagram Formacide or two. Against single Formacide, the best answer is not really Dharma. If you have good upgrades among Rule Sky Sword Formation and Chain Sword Formation(s) along with lv.2 Thousand Evil Incantation, or your qi is good enough to play Giant Kun Spirit Sword, there are two decks better suited. As long as their deck quality is not too superior, you can win, and you also won't fear Guard Elixir.

The first deck, Thousand Evil Spiritage Raven (nickname Gua sha[en.wikipedia.org]): Divine Walk Fulu + Spirit Gather Citta-Dharma + Rule Sky Sword Formation + Thousand Evil Incantation + Chain Sword Formation + Spiritage Incantation + Chain Sword Formation + Raven Spirit Sword. As long as Thousand Evil weakens Five Thunders, you win; in subsequent passes, only Five Thunders can break your DEF. If you have all of these cards, please pick this deck (lv.1 Thousand Evil is not so reliable, if you don't line it up with Five Thunders, you probably lose).



This was a loss because Spiritage Incantation wasn't lv.max (quiet your trash-talk). With Thousand Evil lined up against Five Thunders, it must be followed by Spiritage Incantation, otherwise damage will leak through. The turn with Raven Spirit Sword has the highest DEF, if you don't die in two passes, you won't die at all.

The second deck: Kun-DEF and its variations (a.k.a. Rule Sky + Thousand Evil + Giant Kun + Mirror Flower). This deck requires you to calculate whether you have enough qi. If you can support the second pass of Kun + Mirror Flower, it's enough. The lineup goes: Divine Walk + Spirit Gather/CentiBird + Rule Sky (or with lv.max CentiBird, can be Kun) + Thousand Evil + Kun + Mirror Flower + Kun + Spiritage Incantation. Against no defense, this kills on turn six, with the second pass of Kun + Mirror Flower. To use this deck, you must have enough qi; usually, lv.2 Divine Walk + lv.2 Spirit Gather/CentiBird; of course, lv.max CentiBird is good.

If you calculate that your qi is not enough, there's also a junior version, in which you can substitute a Chain Sword Formation for a Giant Kun Spirit Sword if you need to conserve qi. This lineup goes: Divine Walk + Spirit Gather + Rule Sky + Spiritage Incantation + Chain/Kun + Thousand Evil + Kun + Mirror Flower. Basically you move Spiritage Incantation earlier, and become slower by one turn.

The advantage of this deck is good DEF with a turn-six kill. With lv.2 Thousand Evil, the opponent is weakened on most turns. Single Formacide is no trouble. Again, you don't fear Guard Up.




Here, Chain mistakenly follows Mirror Flower, otherwise the fight wouldn't be this close.

Double Formacide: Against double Formacide, if the quality isn't very high, the two decks above are usable. But if the quality is very high, those two decks can derail. If your opponent stays on double Formacide and has heavy upgrades, Dharma is the better choice, if you have enough quality to kill in four turns (please take your calculator out) and also have Rule Sky and Chain, use Dharma against double Formacide. Usually: Divine Walk + Spirit Gather + qi card(s) (highly-upgraded Spiritage Incantation is best, lots of DEF) + Thousand Evil + Dharma. You can do four turns or five (probably can't survive to five; four is best if it's enough damage).

If it's four turns, you could also substitute Egret for Thousand Evil, it's more damage, and double Formacide deals less damage in the first four turns than single Formacide, so you can usually survive to four without Thousand Evil.



Tip: You can add Dragon Roam in front of Dharma for more damage; on that turn, DEF is meaningless, and Rule Sky or Chain Sword Formation would be pointless (except against Astral Move - Cide), because you've already gotten through your Dharma Spirit Sword. And if you have nothing better to do, you could always insert a Raven Spirit Sword, at no risk (lv.2 Raven is 40+ DEF) [TL: as long as it doesn't conflict with Thousand Evil?].


Here, it simply wasn't enough qi, so Kun + Mirror Flower was added; Egret or Thousand Evil would've been better.
V.2 Endgame decks and lineups, matchup-by-matchup (2)
Polaris Citta-Dharma

All who've played Polaris know, Polaris fears being weakened, because if weakened, the first pass likely is no longer lethal, and in the second pass, the damage comes out very late. For example, the Polaris mirror match is firstly about who goes first and secondly about the upgrades on Astral Move - Tiger.

The Rule Sky + Thousand Evil + Giant Kun + Mirror Flower deck is the best answer (if you're capable). If you weaken the opponent's damage, it's a reliable win (position Thousand Evil carefully), as long as the difference in quality is not excessive (e.g. you're still lv.1 Kun + lv.1 Mirror Flower), you always win.

If you have good upgrades among Rule Sky Sword Formation and Chain Sword Formation(s), you can also do Egret loop. (Without enough upgrades on Egret and Rule Sky, you probably die in the second pass; it's not as good as Kun + Mirror Flower.)



Hunter Hunting Hunter

[TL Note: The original guide has no screenshot of this matchup. My guess as to the HHH deck it's talking about is something like the ones in the following screenshots. (Note that the guide is from April 2023, whereas the screenshots are from December 2022 and September 2023, respectively.)]





Against HHH, you can do turn one Spirit Absorb Fulu (or turn two if you go first) and play Thousand Evil + Dharma, dodging the Escape Plan turn with your Dharma Spirit Sword. (Calculate the turns, don't be lazy.) Be aware that the opponent will increase their max HP; calculate your damage against the increased max HP. Or play Egret loop (Spiritage Incantation + Thousand Evil + Egret), which requires good upgrades among Rule Sky Sword Formation and Chain Sword Formation(s) and lv.max Egret Spirit Sword.

Healing Musician

[TL Note: Again, the original guide has no screenshot. Here's one from September 2023.]


Overall, it's a disadvantaged matchup, with lots of guessing games. Here I'll just briefly explain how to handle those who only know how to blindly play Strike Twice + Stillness Citta-Dharma. Sword Formation is usually the best answer (best with lv.2 Divine Walk Fulu): Divine Walk + Moon Water + Rule Sky + Mirror Flower + Kun (only possible with lv.2 Divine Walk) + Chain + Chain + Chain/Mirror Flower. If you don't have all these cards, Dharma is also playable (Strike Twice + Stillness Citta-Dharma is slow); Thousand Evil will be needed. If your opponent is on single Stillness Citta-Dharma (Strike Twice + Regen Tune) but no Nine Evil Ruptsprite, Egret loop is also playable.

Healing Painter

[TL Note: Again, the original guide has no screenshot. Here's one from December 2022.]


A practice puppet for you; any complete deck will do. Sword Formation is best, Dharma also OK. After setting up Strike Twice + Stillness Citta-Dharma, Healing Painter only starts healing on turn four. Calculate the damage (including max HP increase from Great Spirit), with Dharma, any kill is good, best is killing on the turn the opponent does Only Traces + Strike Twice in their second pass. If it's mono-healing, Egret loop is also OK.

Yan Chen, Star Power Fury Thunder

Same as Polaris, the thing is to use Thousand Evil on Five Thunders, otherwise you probably die. Against Star Power Fury Thunder, the Rule Sky + Thousand Evil + Kun + Mirror Flower deck is much better than Dharma (even lv.max Dharma), which was discovered and verified by the tutelage of blood and tears.

Within Reach

Against Within Reach, as long as your opponent doesn't turn-two Cide, Sword Formation is the best answer, same lineup as against Healing Musician, but no Kun (which is vulnerable to Nine Evil Ruptsprite); you can tack a Dharma onto the end (hitting for 25 or so, in case you otherwise fall short). If you're against turn-two Cide, then it's a guessing game, you probably need Dharma.


(Didn't screenshot, but this one vs. mono-fire will do.)
V.3 Endgame decks and lineups, matchup-by-matchup (3)
Fulu Sword mirror match
  1. In Dharma vs. Dharma, it's mainly about lining Calm Incantation up, as well as deck quality. You can do Calm Incantation + Thousand Evil + Dharma to combo Flaw with Dharma, or you can do Thousand Evil + Calm Incantation to survive, then have all the time you want to build up your own Dharma damage to compensate for not comboing with Flaw. You really need Qi Perfusion if you want to play Dharma in the mirror match; if you don't have Qi Perfusion, it's best not to play Dharma. If your opponent has Calm Incantation, substituting Egret for Thousand Evil sometimes has marvelous efficacy (Egret consumes Qi Perfusion, total damage is similar, at the time you hit with Dharma, the opponent is probably doing Thousand Evil or Calm Incantation and doesn't have too much DEF).
  2. To play around Calm Incantation in the mirror match, there are often many turns of mutual build-up (probably at least five moves [TL: I can't tell from the grammar alone whether this number includes the Dharma attack turn.]). If your opponent is still on this guessing game, at this time you can use the Sword Formation deck to stab your opponent directly to death.
  3. Against the Sword Formation deck, the best answer is Egret Loop (Spiritage, Egret, Spiritage), as long as Egret hits some DEF, the opponent won't have enough damage.


Stab, stab, stab.

Hua Qinrui

1. Thousand Evil, Egret, Dharma

Hua Qinrui's maximum cultivation is fixed at (the current round number − 1) * 5. For example, in Round 15, (15 − 1) * 5 = 70. You can contend for the first move accordingly. Going first, attack with Thousand Evil, Egret, Dharma in seven turns; going second, do it in six turns (consider that if the opponent has Water Spirit - Dive, it's probably on turn four; this way you can dodge it). If your opponent is on Dive plus Thousand Evil against your Dharma, then their Force of Water growth will be slow, and you can win easily by looping: Egret loop (take care that Egret dodges the turn with Dive and Thousand Evil both in effect) or Kun-DEF (Divine Walk + Spirit Gather + Rule Sky + Moon Water + Kun + Mirror Flower + Kun + Chain Sword Formation).



2. Egret loop (relatively good against Earth-Metal-Water; relies on your Rule Sky Sword Formation quality)

I feel that Egret loop is the most reliable deck against Hua Qinrui (To be more precise: against Water-Wood, not necessarily reliable; against Earth-Metal-Water, best with well-upgraded Rule Sky Sword Formation). You can play another qi card instead of Thousand Evil; there's no problem if Egret hits Guard Up first, as long as you dodge Dive, you win.





World Smash

Best is Divine Walk into Thousand Evil, three-Chase Kun + Mirror Flower or Egret. With three-Chase loop and Thousand Evil, you don't fear Guard Elixir. Or you can Dharma before the next pass World Smash comes out. The World Smash deck is low on damage; if you cover the first World Smash with Thousand Evil, then you're unlikely to die in the first pass.



Mu Yifeng or Long Yao, Elixirist Cloud Sword

The Thousand Evil + Spirit Gather + Raven deck with lv.2 Thousand Evil can pretty much reliably win, you just need to cover the opponent's multi-hits with Thousand Evil, so you don't need to play guessing games around Guard Elixir. If your opponent is going first and has top quality, please do Thousand Evil turn one before Spirit Gather, survivng the first pass is most crucial, see below screenshot.


Even without a three-Chase loop, winning against a fully-upgraded turn-three-kill Elixirist Cloud Sword deck.
8 Kommentare
Xom  [Autor] 27. März 2024 um 21:44 
I'm not sure, but I think I counted Raven as a build-up card.
sharpobject 27. März 2024 um 10:17 
About immortality qi-def, I think the TL note has some error and should say 4 build-up cards? The reason it's 4 is like so. You have to play moon water to get your raven def to persist to your mirror flower turn. You have to play a qi card or your raven will be too small. So you're stuck with moon water + qi card + raven + mirror flower, and then you can put 2 chases in (kun before mirror flower, giant roc or kun somewhere else) if your continuous cards can mostly pay for them.
sharpobject 19. März 2024 um 4:11 
I wonder if a guide author has opinions about the apparent nerf to spiritage incantation. I think it doesn't matter if you kill fast and your spiritage incantation is only lv2+ but lv1 spiritage incantation is quite weak now.
Xom  [Autor] 12. März 2024 um 12:30 
Correction: The date of 北诚's guide is 2024-3-11.
Xom  [Autor] 12. März 2024 um 12:27 
北诚 continued:

Egret loop is the best answer to Hua Qinrui. Also usable against Polaris and Post-action.

If you have enough quality, you can beat anything except Internal Injury Musician with Divine Walk + Spirit Gather + Rule Sky + Thousand Evil + Chain + Mirror Flower + Kun + Chain/Mirror Flower. In the rare case of Divine Walk lv.max + CentiBird lv.max, you can play two copies of Kun instead, it's enough qi for two cycles (unless you miss the Rule Sky discount twice, even on turn two despite Sword In Sheathed); it beats even Plant Duan Xuan with Devouring Vine and/or Lotus; you can also play this with less qi if you calculate that you can kill in the first cycle.

Against Nangong Sheng, if he goes fast, then Thousand Evil + Kun is best. If he goes slow (with Combine World), Dharma is best.

You can use Ice Incantation against Guard Up.
Xom  [Autor] 12. März 2024 um 12:27 
Continued:

It's OK to absorb Qi Perfusion, but don't ever exchange it.

Sword Defence is better than Sword Slash because it triggers Sword In Sheathed.

Beware of Hua Qinrui using Earth Spirit Seal to preserve her Guard Up against Sword Slash.

Don't break through on Round 5 unless your cards are really good or really bad or the Life Shop helps you do so.

Usually but not always break through on Round 8.

Inspiration Sword / Flow Cloud Chaos Sword are usable.

You will rarely be able to save exchanges for Incarnation. Usually break through on Round 12 or 13. There's no rush if you're not saving exchanges.
Xom  [Autor] 12. März 2024 um 12:27 
Excerpts from "Fulu Sword, the Strongest Big-Brain Build (Introductory Chapter)" by 北诚, 2023-3-11:

First, the reason for recommending this build. Although in the current version, out of the Cloud Spirit Sword Sect, only Lin Xiaoyue remains relatively strong (especially at high MMR), I am a faithful fan of Fulu Sword. I like this kind of brain-burning build. It has a very high skill cap. I hope to see improvements reflected on the leaderboards as a result of publishing this guide.

Bad matchups: Internal Injury Musician (Yan Chen, Xiao Bu)
Even matchups: Duan Xuan (Plant, Elixir), Nangong Sheng Fuluist
Good matchups: Everything else, including Nangong Sheng Elixirist

Daoist Rhyme Omen: Giant Kun > CentiBird > Spirit Gather > At Own Pace
Xom  [Autor] 11. März 2024 um 13:33 
Looping Dharma is also possible: Divine Walk + Spirit Gather + Rule Sky + Spiritage Incantation + Chain + Thousand Evil + Chain + Dharma