|Guides > Malkavian's Guide To Building A Deck
|Malkavian's Guide To Building
|In order to make a deck we must have a starting idea from 2 general ones.
Either build a deck around a combo you thought or go for a balanced deck ready
to stop nearly everything and attack nearly everything.
Making a deck around a neat combo it requires to put all the cards needed to
develop, power up and help that combo. And the remaining cards must be used to
fix the weaknesses of the main combo of the deck.
Photon Claw ability is to attack directly the enemy if he has at least 3 items
equipped. Some problems is it can't combo with action cards, it has 0 ap and 1
hp. So you need to put some shields for protect it. better if those shields raise
ap since you need to power up your ap to do more damage. So ap raise mags are
needed too. And assist card to raise power of blades is helpful too.
These were the cards needed to develop, power up and help the combo. Now let's
go for cards to fix the weakness of this combo.
What if the opponent never equips more than 2 items or you fight an arkz?
Then is needed to have normal weapons not over 3 cost points because it would
make you unable to equip the claw and shield if needed. If we put the assist card
to raise blades AP. Put only blades, not guns or canes. And then the usual def
cards needed for most decks. Don't put ramage cards in a deck like this since
is good to have the opponent multi equipped for the photon claw attack.
|A balanced deck.
These are more generical decks. They must have approximately this ratio of cards.
9-10 attack or technique action cards.
9-10 def cards.
Shield and mags can be counted inside attack or def cards since they are used
to raise stats or defend. 0-2 assist cards, they aren't much needed without a
7-8 attack or technique cards.
7-8 defense cards.
2-4 assist cards.
Arkz may use always assist cards to raise dice since they need more. And if is
not a full technqiue based deck, assist cards to raise enemies AP is very helpful
|I will use a hunters deck for this example.
Of the 11-12 weapons at least 6 should have over 3 hp. That way is safer against
rampage cards that attack all your equipment. 4 of them should be guns. Especially
for the start it saves 1 move for start attacking and it makes you less vulnerable
against rangers, forces and arkz that don't fight close combat. And put 1 or 2
weapons with very special attack like slicer of assassin, akikos frying pan, photon
claw, etc... So you may find always a way to pass through a hard defense deck.
And if is a deck for 2 vs 2 player game, most weapons should be multi hit and
at least 1 slicer type, 1 mechgun type, 1 sword/partisan type, 1 musashi type.
Is good to raise the total equipment cards to 13-15 with the shields and mags.
One turn without equipment to put on can make you lose.
|About action cards. At least 1 or 2 rampage cards are must have in a balanced
deck. 1 or 2 long range cards must be there too. If always surprising when someone
without a rifle attacks from far away. At least 1 or 2 attack cards with 1 cost,
they can add more damage or poison for free atk when we have low ATK points. And
the other 4-6 attack or technique cards must be regular techniques or increased
ap and range attack cards. And it could always fit another attack card with special
ability to add variety to your attacks.
|Defense cards. For 1 vs 1 deck use mostly def cards that only work for yourself.
For 2 vs 2 decks, def cards that can defense the mate or only deffend the mate
mostly. Of the 9-10 only 6 must be typical HP+ X def cards. The other 3 or 4 must
be specific guards for your weapons, AP-TP change card, def cards that can deffend
techniques. To add variety to your defense posibilities.
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