DanTheTimid wrote:Cheap Units (1-2):
Blessed Acolyte is ok for the early game but in the late game he typically gets killed before ever making an action. Kessaran Passeran are ok, tricky to use but useful in the right situation. After that they don't have many 2 or 1 star options and the options they do have are terrible. Shield Knight has 0 attack, mediocre hp (same as Blessed Acolyte), ridiculously slow speed even for refess (not that it matters much when you have 0 attack) and no range (again doesn't matter). All this for 10 defense? He doesn't do much in the early game and does even less in late game. Will-o-Wisps effect doesn't help much and his stats don't let him fight at all. Combat priest WOULD have been useful if he he had some range but as a 1range unit he's either getting slaughtered on the front line or proving nothing more then a liability in your back row. Cassoway king isn't terrible but he's situational and easily dealt with by most clans where the situation he'd be useful is likely to occur. I don't have Verlaat or Abel so its hard to judge them, Verlaat seems bleh, Abel seems decent, but both are nearly impossible to acquire anyway.
The more i think about it, the more i am inclined to use another clan's level 1-2 units. Use the first turn to build up the sphere levels in both refress and the other (Refress 3, other 2), then bring out a higher agl level 2 unit and act like the game started for me on turn 2 instead. I keep arguing with myself that it would be too slow of a start though.
For example, i already use gowen for magic weapons. I was thinking about trading out the blessed acolyte for combat monk and the puff balls for archer scouts. First unit played probably being combat monk, with a 1sp atk soul skill to clear out any units attacking my LP directly. If i needed higher AGL to do good damage, bump the gowen level to 4. If i needed more SP bring out the archer scout. If i needed more raw atk power first, just drop magic weapon to keep the opposition flipped. Then there is always the option to drop dryad to absorb hits. Assuming a stable turn 3-4, shift back over to the higher level refess units in the level 3~6 range to fill in the gaps.
Currently there is no real work around to make refress tough enough to take the hits and keep units on the field. Only through losing cards can bonus agl modifiers be made by using soul skills and song maiden. But, atk power can be boosted through many means. I keep trying to juggle the the 3 and find some kind of harmony, but i just can't seem to make it work properly or smoothly like other deck types.


