CARD OF THE WEEK 6/30/08

Strategies and Card File Construction

CARD OF THE WEEK 6/30/08

Postby Logress » Mon Jun 30, 2008 2:20 am

CARD OF THE WEEK 6/30/08



Let’s face it, Basic Set Alteil is all about the level 3 cards. Those are the cards that really make the difference in the long run, they’re the ones that win your games. But you know, there are level 6 cards in the Basic Set, and they’re just lots of fun. They have big numbers and big attacks and there’s something irresistible about that.

This week we’ll be looking at [card=86]Djinn[/card], a Falkow level six and a very happy guy. Look at that smile. And look at those pants! I’m not sure, but it kinda looks like one pant leg is blue and the other has red stripes. It would not be a total lie to say he’s wearing American flag MC Hammer pants, and that earns him a place in my Card File all by itself.

First let’s talk about when you actually get to bring out a level 6 card. Generally, this happens during a late game SP bloom. Chances are, sometime late game you’re going to lose a big chunk of your field. You’re finally going to run out of copies of your level threes, and you’re going to be left with not a lot of cards, but level 4 in your chosen Sphere and at least 8 SP. Say, from two level threes hitting the graveyard plus your normal 2 SP allotment. That’s when you can bring out a late game level 6 to have some fun. If you’re enemy has already gone through this and has a Phoenix or something out there, Djinn isn’t going to live up to his potential. However, if your enemy still has lots of cards on the field, Djinn could win you the game.

Here’s an important thing to remember about late game heavy-hitters. They probably won’t be getting a lot of support from your other units, because chances are you’re running low on other units. Therefore, even though the high level cards tend to have big HP, like Djinn’s 80, they will actually be HP starved. Why? Because they’re probably going to be outnumbered, so the enemy will have plenty of chances to take that HP down.

Therefore, the number one thing you want your level sixer to do is go first, before the enemy can nickel and dime him to death. That’s the number two reason Djinn is my card of the week (number one is the pants). Djinn has an AGI of 4, which makes him the fastest late game card in the Basic Set. This speed will go a long way in making your enemy’s army, and I mean his whole army, wish they’ve never been born.

Now once Djinn’s going first, he hits for a decent 40 damage at RNG 3. That’s good, because in the late game you just need to send as many units to the cemetery as possible, so your enemy loses LP. Doing solid damage to those errant Will o’ the Wisps or Sylphs hanging out in your enemy’s back row will make that happen. But we’re not here for that, we’re here for the big one, an Action Skill called Berserk Wind. Berserk Wind is not cheap, at 3 SP it makes Djinn basically useless as a mid game card even if you could get him out by some miracle. However, this card is for a late game SP bloom, and at that point you won’t have anything else to spend your SP on, anyway. Berserk Wind subtracts 20, bypassing all armor, directly from the HP of all enemy units. Low HP Lawtia archers? Cemetery. Wounded but still armored Refess soldiers? Cemetery. Support characters? Cemetery. Will o’ the Wisp and any other Great Spirit? Cemetery. Like I said, a great way to win the endgame is to put units in the cemetery as fast as possible. Any units. It doesn’t matter if you only kill of his support guys and his archers, because his front line won’t be much use when his out of LP.

One other great thing about level sixers like Djinn is they can be highly effective with just one copy in your File. Think of it as the backup, since an SP bloom is usually caused by you taking a beating. One copy of Djinn can make a big difference, it can turn the game around. Also, I’ve found that if the enemy actually has enough power to take him down, then they probably also have the power to take him down two or three times. However, if you find yourself doing the late game SP bloom all the time, you might want to go with two or even three Djinns. And for those of you who don’t plan on letting yourself get hit hard enough to cause a late game SP bloom, think of this: there is nothing more frustrating then having one happen and having nothing to spend all that SP on!

Okay, that’s all till next week. Again, I’m not sure how consistent this section will be until the game’s official launch.
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Re: CARD OF THE WEEK 6/30/08

Postby Allied » Mon Jun 30, 2008 2:43 am

Sorry i have to disagree with all but the pants, Yes he is a strong lvl 6 monster and the fastest. But why a certain -20 hp, Why not go for big guns and pop out a nice Efreet and and have a nice chance to do 40 dmg to all enemy units. Not alot of monsters have armor right now, And if they do its like 20 max.
My 2 cents lol
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Re: CARD OF THE WEEK 6/30/08

Postby GunCastor » Mon Jun 30, 2008 4:29 am

That is a lot of sp to spend!

First, you have to jump sphere of influence to 6, so that's 6 sp. Granted that you'll make it up to 3 or 4 during mid to late game anyways, I really want count this against him too much. There aren't many other level 6 cards to take advantage of this though.
Then it cost 6 more sp to bring him out.
Then it costs 3 to use his skill.

I'm not sure if he's worth the cost, unless you have enough to spam his skill against a large army of weakened enemies.
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Re: CARD OF THE WEEK 6/30/08

Postby DanTheTimid » Mon Jun 30, 2008 1:43 pm

Maybe in the future Djinn will be a bit more useful but honestly I'm a bit skeptical as to his usefulness with the cards in this first set. As stated, to get him out your pretty much going to have to be getting your butt handed to you because Falkow doesn't really have much SP generation in this set (do they have any?). Djinn costs 12 sp to get out (6 for your sphere and 6 to play him) and then 3 more sp to really take advantage of him since his true strength is in that ability. Sure you're probably going to get your sphere level to 3-4 naturally anyway so its closer to 8 your investing... but thats still a heck of a lot.

During the small amount of time I had with the game I only used him as a soul card in my Falkow deck. I can understand a player tossing in a single copy just as an extra emergency button for those times when alot of crud hits the fan but even then I think I might just want to use that spot for Tempest. Its -30 hp instead of -20, its perfect for situations where my field has just been cleared which is when your most likely to be able to summon Djinn, it doesn't rely on AGI to go off, and it only requires level 5. Sure theres something to be said for Djinn having a body, but even if I had enough sp to summon djinn that extra sp I have left after Tempest will be helpful in re-setting up or revivng any units my own tempest takes out so tempest makes it easier to get or keep other bodies on the field.

This is just my observations from looking at the stats and a single game I've played online so far though so its very possible Djinn is more useful then I give him credit for.
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Re: CARD OF THE WEEK 6/30/08

Postby lupos » Mon Jun 30, 2008 2:01 pm

DanTheTimid wrote:Maybe in the future Djinn will be a bit more useful but honestly I'm a bit skeptical as to his usefulness with the cards in this first set.


I actually played a match with one of our non alteil team yesterday as we were the only ones in the office and he beat me pretty soundly with a djinn. Though to be fair his deck is built almost exclusively for that purpose. He's got a ;a38 deck with a select few ;a41 cards that he uses as backup. He created a rather horrible back row that would kill everyone's range down to 1 every round and then he would just keep these huge meat shields in the front line. Towards the end I was finally whittling away his front line and then he brought out a djinn and timed it with a [card=30]lebau[/card] soul card which gave it a defense of 80. Thankfully I had some cards in place to deplete his sp generation and engage one card each round but i was to slow swapping in an [card=33]assassin[/card] to the front row to take the darn thing down. Plus I found out later his last remaining soul card was another lebau and he had a second djinn waiting on the second row in case I did manage to get past the first. It was rather ugly, though in the end he only beat me by 2 sp. ;attack

Fun side note, it was during the game that I learned about Character backlash myself. o_0
Looking back I could have beaten him if I hadn't made to rather bad mistakes along the way. C'est la vie!
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Re: CARD OF THE WEEK 6/30/08

Postby DanTheTimid » Mon Jun 30, 2008 2:16 pm

Awesome story. Like I said, I've only played the game once and while I have looked the card list up and down several times, with so many cards you really need to play with and interact with them to get a feel for how a game flows and things interact. In the lone game I played my sp was always very low and looking over the Falkow cards I haven't really seen any quick and efficient cards for boosting sp so it didn't seem like there were any solid strategdies that would make Djinn's high sp costs less of an issue in this set. However from the sound of your story apparently there are indeed techniques you can build your deck around to help build sp allowing you to get Djinn out in situations beyond just following up a turn in which you got your clock cleaned.
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Re: CARD OF THE WEEK 6/30/08

Postby lupos » Mon Jun 30, 2008 3:11 pm

DanTheTimid wrote:However from the sound of your story apparently there are indeed techniques you can build your deck around to help build sp allowing you to get Djinn out in situations beyond just following up a turn in which you got your clock cleaned.


Yea, and like Logress said, when a card is cleared of the field you get back the sp you spent on it so if you can time it out right to have 2 cards of decent sp value whipped at once that will trigger an sp generating soul card and then add all that to the 2sp you get each round it's not to hard late in the game to get him out there. Also it's sometimes worth while to have a few level 1 borderline useless cards to put front and center next to something like a djinn, or even in front of it to keep him alive and control soul cards to get sp when you need it to power his attack. I've played only about 40-50 rounds total myself and I see new techniques all the time.
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Re: CARD OF THE WEEK 6/30/08

Postby Awod » Mon Jun 30, 2008 10:38 pm

lupos wrote:
DanTheTimid wrote:However from the sound of your story apparently there are indeed techniques you can build your deck around to help build sp allowing you to get Djinn out in situations beyond just following up a turn in which you got your clock cleaned.


Yea, and like Logress said, when a card is cleared of the field you get back the sp you spent on it so if you can time it out right to have 2 cards of decent sp value whipped at once that will trigger an sp generating soul card and then add all that to the 2sp you get each round it's not to hard late in the game to get him out there. Also it's sometimes worth while to have a few level 1 borderline useless cards to put front and center next to something like a djinn, or even in front of it to keep him alive and control soul cards to get sp when you need it to power his attack. I've played only about 40-50 rounds total myself and I see new techniques all the time.


Wait, what?
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Re: CARD OF THE WEEK 6/30/08

Postby Grain » Mon Jun 30, 2008 10:46 pm

Awod wrote:Wait, what?


When a card is cleared of the field you get back the sp you spent on it so if you can time it out right to have 2 cards of decent sp value whipped at once that will trigger an sp generating soul card.

Tutorial, lesson seven.
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Re: CARD OF THE WEEK 6/30/08

Postby Csquared » Thu Jul 03, 2008 7:00 pm

Hi, all. Lots of thoughts going on here. I'm the guy lupos was playing in that particular match. Let me begin by saying that the card file he was playing with was very interesting indeed, and the match was pretty close the whole time. Lupos, by the way, was using a lycanthrope-type file that didn't depend on Eskatia's ability to make every round nighttime. It was super-efficient, having no creatures above level 3, which made it hard for me to get up to speed since I needed a minimum of two levels of Refess and four in Falkow. Multi-color files are definitely at a disadvantage against mono-color ones. Lesson #1 for me that day.

Second, the point of the card file I made was basically to find a way around aggressive decks. GaoGaiGirl handed my butt to me a few times with very aggressive decks. and I was looking for a way to shut that down. Add to that the fact that I was obsessively trying to find a use for the Cassowary King and his ability to protect great back row cards like Sorcerer Guard, Catherina, and Vordore, and presto! You have a lockdown card file that focuses on defense and limiting range to the first row, overcoming the range limitation with the flying attack of Eagle Soldiers, and using djinns as a trump card.

Allied wrote:Sorry i have to disagree with all but the pants, Yes he is a strong lvl 6 monster and the fastest. But why a certain -20 hp, Why not go for big guns and pop out a nice Efreet and and have a nice chance to do 40 dmg to all enemy units. Not alot of monsters have armor right now, And if they do its like 20 max.
My 2 cents lol


The reasoning is as follows: we're assuming that you're trailing in the game and need to bring out the big guns with SP you've gained from lost units. That means you're probably outnumbered at the moment, and you need to take down as many enemy units as you can to bring the momentum back to you. For that reason, having a djinn out who can act first means all the difference in the world. You can take down weak or injured units lickety-split since the djinn will most likely go first with its high agility. The Efreet will probably take a pounding, and while 90 HP is high, three units with 30 AT apiece can bring him down before he can do anything.

GunCastor wrote:That is a lot of sp to spend!

First, you have to jump sphere of influence to 6, so that's 6 sp. Granted that you'll make it up to 3 or 4 during mid to late game anyways, I really want count this against him too much. There aren't many other level 6 cards to take advantage of this though.

Then it cost 6 more sp to bring him out.
Then it costs 3 to use his skill.


The way I was able to bring the djinn out wasn't from the loss of units, however. It was thanks to the Soul Skill of the Light Chaser / Advent, which allows you to gain SP equal to the number of disengaged enemy units. Since damage from unrevived closed cards happens at the beginning of a round, that pretty much guarantees you the maximum amount of SP. This was my third Soul Card, so going off in the middle game guarantees a nice return, if you're playing a defensive deck as I was.

DanTheTimid wrote:During the small amount of time I had with the game I only used him as a soul card in my Falkow deck. I can understand a player tossing in a single copy just as an extra emergency button for those times when alot of crud hits the fan but even then I think I might just want to use that spot for Tempest. Its -30 hp instead of -20, its perfect for situations where my field has just been cleared which is when your most likely to be able to summon Djinn, it doesn't rely on AGI to go off, and it only requires level 5. Sure theres something to be said for Djinn having a body, but even if I had enough sp to summon djinn that extra sp I have left after Tempest will be helpful in re-setting up or revivng any units my own tempest takes out so tempest makes it easier to get or keep other bodies on the field.


My opinion is that Tempest is a short-term solution. As you said, having a body is ultimately important, but the SP wasted in reviving your own units after a Tempest brings it closer to the Djinn-Berserk Wind SP range. And Berserk Wind, while weaker, hits only the enemy units. In addition, you can revive your djinn for a mere 1 SP if he does go down. The other thing is that Tempest might take up room in your deck for what might have been a second or third copy of a unit. And since you can only take LP damage from Iczer Attacks or not reviving closed cards, then that might be problematic depending on your play style.

Anyway, that's my two gran.

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