Malkavian's Guide To Building A Deck |
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. One example: |
Deck Examples |
A balanced deck. These are more generical decks. They must have approximately this ratio of cards. For Hunters. 10-11 weapons. 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 specific combo. For Arkz. 11-12 enemies. 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 too. |
Example |
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. |
Action Cards |
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 |
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. |
Credit: Malkavian
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