Mod Gowen Starter - The Counter to Guardian

The Counter to Guardian BeforePart 4 of 4. Here it is, my last article on countering Guardian. I saved Gowen for last mainly because Gowen will have the hardest time with a Guardian deck. In fact, Gowen should dread seeing a Guardian file as it is built mainly to counter attack rushing decks. (The entire purpose of Gowen). First you can see the starter Gowen deck. Guardian will chew this up, swallow it, and still have room for more. However, all is not lost, there are some ways to overcome the Guardian. To be fair though, they are not pretty, and they all require time and energy, so be prepared for a battle. So let's get started. There are mainly just 2 ways to counter a Guardian deck with Gowen, remove the Guardian from the game or to slug it out.

Let's go over the easier of the two, the removing the Guardian from the game. Now, the next part of this section can be used for any sphere but I saved it for last and on Gowen cause you will almost always see this in a Gowen deck. Assassin or Salamander Soldier soul cards. They are lethal to a Guardian, since you can usually trade a level 1 card to send the Guardian to the Cemetary, making them have to recast it. If you are really good with the timing I recommend having two in your soul card lineup. The drawbacks are, of course, you are losing lp just to get rid of their Guardian.

Now, this is going to be the long section cause there are multiple ways to do it. But it's time to slug it out with Guardian. Enter Berserker. He has the ability put HP=0 to a random card in range at the cost of sending himself to the Cemetary. Since most Guardian decks only have Guardian on their front row (mainly because they want it to take damage) you can usually use Berserker, plus he's a 1*. However, the drawback. Your rival is going to see it coming and might be able to counter it since Berserker only has 20 HP, plus if you use the skill you lose the Berserker and would have to recast. If you have no other cards listed here, then Berserker is an option, although not even close to the best one. Now, the most common counter is going to be Mercenary. He's 1* and has the potential to do massive damage. However, to set up the high damage takes at least 3-4 complete turns without Mercenary dying. I find he is usually the best option since he is great  against any deck. You can also increase his attack using a magic weapon to shorten the amount of time it takes to get him super powerful. You will also want some units in front of the Mercenary to absorb some hits to give him a chance to get the attack up. If you do not have Mercenary, Monk of the Single Strike can also do the damage.

Now on to the Grims, Fire Tornado and Fire Arrow. these have the ability to take out a Guardian in one hit, but they will require high Gowen levels. Also, don't rely on Fire Tornado by itself since it attacks random units, this should only be used toward end game when you are starting to really struggle and you are praying for a miracle (sometimes prayer works). Fire Arrow (with Gowen sphere of 8) can one hit kill a Guardian, since grims will go off before start skills, but like I said a sphere of 8 is high and is usually sp better spent elsewhere. Another option is to just throw out units and start hacking away at the Guardian. It's going to hurt and your going to need some meaty units to absorb  damage, but you can slug it out with a Guardian and win (but its not going to be a common experience) usually you will lose. The last option is also something that can be used with any sphere but since Gowen is usually a rush, this works best with Gowen. The Efreet soul skill (the card is different for each sphere) can do 20x your sphere level to one unit. Since base for most Gowen decks is 5 spheres, this is 100 damage to the Guardian, resulting in a kill. Once more though, you are losing lp to kill the Guardian, not always the best option.

The Counter to Guardian AfterAs you can see, Gowen is always going to struggle with guardian. It is not impossible to beat, but you are going to be sweating every time. Let's look at the file I think works best against a Guardian file. I have traded the archers for 3 Mercenaries. I have changed the soul card line up to have two assassin skills and an Efreet in there. I make sure I got 3 Salamanders in there for the assassins and added another Fire Arrow. By combining the effects of the Soul Cards to the slugging power of the Mercenary, you give yourself a chance to wipe your rival out.

-harvest4god

ED. NOTE - Mercenary and Monk of the Single Strike are available in the Beginners Pack

Mod Falkow Starter - The Counter to Guardian

The Counter to Guardian BeforePart 3 of 4. Ok, this time I will be going over the counters for a Guardian file, if you are using a Falkow deck. The deck listed is a basic starter Falkow deck. Now, the basic strategy behind the Falkow starter is to user Rapier Fencer to high damage kill your rival while you build a field of units for Azure Dragon to give them all extremely high attack. This works well but will fail against Guardian quickly unless you have some better support.

The first Falkow counter is summed up in one statement. [Field Management/Field Control] If you can control what your rival has on the field, you can destroy their strategy and kill off their weaker units or leave their tanks without support. You will hear many a complaint on Falkow's ability to return units. This is both annoying to your rival and helpful to you. This will make your rival change their next move to either save SP to recast or to immediately recast the unit returned. The great news is the amount of cards they can return. Let's start with grims: Return, Disjunction, Cyclone, Waterspout, Sweeping Tidalwave. Now with the exception of Disjunction, all of these grims are 1* or 2* and even Disjunction is only a 3*. The idea would be to use any of these grims (except Waterspout since it is random and can return your units as well) to return the support units of the guardian leaving it unbuffed and open to attack. If you get lucky and have a; Disjunction, then you can even return the guardian and lay waste to their support units. However, Falkow has more than grims, they have a vast assortment of units that also have the ability to return units. These include: Expert Sorcerer, Witch, Leviathan, Mermaid Aquamancer, and Sky Staff Sorceress. There are more, but these are just the 1* and 2* cards that will help you against guardian. I find the best of all of these are Sky Staff Sorceress. She ranks in as a 1* making her really easy to obtain, and although extremely weak in the HP and AGI area, her skill to return a random unit with a RNG of 1 (Guardian and most tanks are RNG 1) for the low cost of 1 SP makes her a major card. Her only drawback is that every turn she will decrease your Falkow level by 1 and she must have a minimum of 2 Falkow to use the skill. However, that is a small price to pay to remove any level card that has a RNG of 1. With a strong front line, you can remove guardian and; destroy everything else your rival has on the field. Most of the other units can also return guardian, but they have a higher SP cost, I prefer the Sky Staff Sorceress since almost all other decks have tanks that you just don't want on the field.

The Counter to Guardian AfterThe best counter for Falkow is based on better support. This brings us to a common file type called Wizard Kingdom. The idea behind the deck is to have Mage Knight of Regus out to increase the AGI of your units using his start skill to make them go first, and since Rapier Fencer's attack is based on his AGI, this is a great combo. For example, if you have Mage Knight, Song Sorceress, and Rapier Fencer on the field, this gives Rapier Fencer the ability to get up to 9 AGI which changes to 90 attack. This makes it very easy for Fencer to one hit kill any Guardian, even a buffed Guardian. You could even put a Wizard Soldier Apprentice next to the Fencer to give him 10 more attack if needed. However, in order for this to work, you of course need Mage Knight which is a 2* unit and you need the time to set up, which means your rival also can set up their field. This might be the best approach for most players since you only need to add the Mage Knight to the starter file to make it work and it works well against most other decks. Now look at the file listed based on this approach, I have replaced the Sea Hunter with the Mage Knight and the Swallow Scout with Wizard apprentice (1*). This changes the entire file to something very dangerous for your rival, plus you have exchanged a level 3 for a level 3 and a level 2 for a level 2, which means you don't have to change anything based on SP from the starter file.

As you can see, Falkow has very basic counters, but they have multiple ways to get them out and used. Even if you don't have one card, you may very well have some of the other cards. I only have one more sphere to go, Gowen is next.

-harvest4god

Mod Lawtia Starter - The Counter to Guardian

The Counter to Guardian BeforeOk, this is part 2 of my four part series. This time we will be looking at good counters for Lawtia. Once more, I will be only focusing on the low rarity cards for our free or low paying players. To be perfectly honest, Lawtia will have the easiest time with guardian. The counters in lawtia are cheap, easy to obtain, and can still be used if you are not playing against aguardian deck. So let's begin.

I have put together a very basic Lawtia deck. The idea behind Lawtia is usually that they either only get attack power 1 in 3 turns (at nighttime) or they damage themselves as much as their opponent. This is not always the case but it is a general rule of thumb. I won't go over the beginnings of the guardian file again since I went into full detail in part 1. If you need a refresher, you can check it out.

Now in order to counter a guardian deck, you have several options. The first and easiest way is to debuff the opponents guardian to lower their HP and damage. The best part of Lawtia is that they have many grims that can accomplish this goal. These include: Warning Knife and Corruption. Both of these Grims are 2*'s and lower a units Max HP to 10 and 30 respectively, so although they may be a little harder to obtain, they are still within grasp. The basic idea behind this is to use the listed grims to lower the guardians HP down to a one hit kill level. For example, if you have a Skeleton Warrior out and your rival has an unbuffed guardian. You play Warning Knife, this will lower the guardians HP to max 10.. Skeleton Warrior only has 20 attack but it can one hit kill the guardian now. Now in order for this to work you need to have multiple copies of the grims. Now normally you will not have 3 copies of grims in any deck but these grims are helpful against any deck so you should have multiple copies of them.

The Counter to Guardian AfterThe second way to counter the guardian deck is to do massive damage to 1 or 2 hit kill the guardian. Although this is harder to do than the grims, Lawtia has some combos that make it uniquely possible. Enter the lycans! These units are low level but do massive damage during night time plus have the ability to fully heal for 1 sp during the nighttime. (In fact, there is an entire meta built around the lycans). However, for the low card holding users just a couple of lycans can go a long way with some proper card combos. These include: Cemetery Rats and Succubus. If you are willing to wait for nighttime to approach and have just two lycans on the board and play Cemetery Rats, you will up there attack +20 plus the nighttime bonus they receive. Plus, you can use the succubus to change the time to night to get the attack bonus next turn. This provides major damage to the guardian and since lycans can full heal at night, it is highly unlikely that the counter skill will kill your units.

The third way is to use either Assassin, Novice Assassin, Girl Druid, or Elder Druid. Girl Druid and Elder Druid will follow the same guidelines as Warning Knife and Corruption since they both provide an action skill that lowers the HP of a unit to either 10 or 30 HP.Although, keep in mind that if you use Girl Druid, the skill will activate guardian's counter. However, one counter to kill the Guardian is still worth it, especially if all you have is Girl Druid. The Assassin cards are unique in that it will instantly kill a unit, however, this comes at a cost of 3 or 4sp. Also, all of these units have very low HP and can be killed, whereas, the grims are instant cast and are very hard to counter in themselves. Hence, I find this way to be the hardest way to go, since you are giving your rival advance notice of your intentions and giving them a chance to counter you.

Now that we have reviewed Lawtia's common counters, let's look at the new deck. I have added 3 Warning Knifes and 1 Corruption to the file, plus a couple of Cemetery Rats and a couple of Succubus. This will give you a nasty counter to any Guardian deck since you can drop the max HP from guardian 3 times with warning knife and still have a Corruption in case they have a revive. Then you can use the lycans with the succubus and Cemetery Rats to wipe the support units away. Normally, without guardian the deck falls apart.. Don't forget, that those warning knifes are handy against any type of deck with high HP units, so don't be afraid to put them to use. For part 3, I will be going over the counters for Falkow, so don't miss it.

-harvest4god

ED. NOTE - Cemetary Rats, Succubus, and Girl Druid are available in the Beginners Pack

Mod Refess Starter - The Counter to Guardian
The Counter to Guardian Before

Folrart Guardian is a common sight in Folrart. In fact, it is usually felt that if your deck can not beat a guardian deck, then it isn't fit to be in Folrart. However, Guardian can be a really tough deck to beat, when you are a free player and have nothing to really counter it. So this is part 1 of a four part series to show players how to counter a Guardian deck with each of the spheres. Now there are plenty of counters for Guardian, however, I am going to stick to the lower rarity ones for the sake of free or low paying players. Now the purpose of Guardian is to put her on the front line and buff her attack and defense, so that whenever she takes damage she will counter for big damage to your units.. Since Guardians counter goes attack + defense this can really add up in the long run.

First, lets look at a basic starter Refess deck. The idea behind the deck is to put out your meaty units to tank and put support units out to both buff your units and attack. This strategy usually works well, however, if you are pitted against a Guardian deck, let's review how your turns will turn out. Let's pretend a Guardian is out on your rival's field by itself (keep in mind I am calculating the defense without showing the math.) You attack with Folrart Paladin. Guardian will take 15 damage, lowering it to 55 HP, Guardian will counter doing 20 damage to Paladin making his HP 45. Guardian then gets to either attack for an additional 10 damage or can standby and fully heal. As you can see, Guardian has a severe advantage and it is impossible for Paladin to win and this is just a standard Guardian with no buffs. By adding just one support unit to guardian, such as, Priest of the Holy Word would give the Guardian a 15 attack bonus and a 10 defense bonus. Now if you repeat the same action from the Paladin. Guardian will only take 5 damage and paladin will take 35 damage from the counter, plus if Guardian attacks another 25 damage leaving the poor paladin with only 5 HP left.

The Counter to Guardian BeforeSo what are some counters for Refess against Guardian? Well, the most obvious one is to debuff the Guardian to where they take more damage and counter for less. The number one way to do this is units with the ability of shield breaker. This is a pretty common skill and is even included in the basic refess starter with Folrart Knight Captain. However, you need higher damage to make it really work well. So if you can get a field set up of buffs with shield breaker, you can probably kill Guardian in 1 or 2 hits with minimum damage done to yourself. Next, you can have your own Guardian and just try to out buff your rival so you do more damage to their Guardian than they do to yours. However, this turns into a slugging match and unless you have Cures you are going probably going to lose your Guardian the next turn. The next way is to either do direct damage or to do enough damage to one hit kill the guardian. These will be the hardest to use, simply cause an unbuffed Guardian needs either 70 direct damage or 80 straight damage to one hit kill it (Kinda hard to obtain.) Also, the problem with this is that you take the full counter damage if you don't kill her in one hit.

The best way should be the shield breakers. These units include: Inquisition Raid Leader, Elite Folrart Acolyte, Folrart Knight Captain, and Priestess of the Holy Weapon. The great news is that 2 of these are 1* and the other 2 are 2*.

The file listed now is a modded starter using inquisition Raid Leader, Folrart Knight Captain, and Elite Folrart Acolyte as both support and shield breakers. These are usually the best options since they add some attack and even a little defense to your tanking units. Also, I have added an Oversoul card. This can be used to try and Backlash your rival if you think they are going to play one and if they don't then you will still benefit from the effects. This can also be done with Instant Revival, but only do it if you have a closed unit yourself or you may accidently revive your rival's cards instead. You also want to probably keep one unit (probably Inquisition Raid Leader) until the end game, in case they have a defense boosting soul card or a unit with high defense at the end. By combining the units to both be support and to counter the guardian you increase the effectiveness of the entire file.

-harvest4god

ED. NOTE - Inquisition Raid Leader, Folrart Guardian, and Elite Folrart Acolyte are available in the Beginners Pack

Solar Kingdom - Balancing Soul Cards and Unit Count
Tanks, Damage Dealers, and Supporters Before

In addition to knowing how much LP your file should have, you should also know what type of soul skills are best fitting the file you have.  Some files work well with soul skills that buff the cards on the field, some are about cemetery management, and others might work best with just straight damage.

In this file the first two soul cards are for getting more SP to summon bigger units. The 3rd is for high damage, then fourth is for buffing units on the field and the last is a simple row damage. In this file the highest level unit is Garfath who is Level 5. Anyone who has been playing for a while should know that the standard Guardian opening requires no SP buffing cards,. Simple play kesaran pasaran -> recovery powder and then Guardian.

The other issue with this file is that the total LP is only 5 which is very low for Refess. Low LP is best for Gowen and files which depend on killing units very fast, but Refess is the sphere more about defense and attrition. Another big issue is this file has several single copies of rare cards. When you get a new rare card it can be exciting, but practically speaking having only one copy of a unit is a guaranteed LP point loss. 3 copies is optimal, 2 copies is doable if the card has good survivability but 1 copy for most units is suicide. If this player plans on using most of his units he could be losing up to 11 LP assuming he's not iczer attacked.

Tanks, Damage Dealers, and Supporters After

First thing I did was remove all the single copies of units and added a third copy for units which only had two. Since it's a modified Refess starter you'll have access to three Priest of the Holy Word so no sense in not using them. Guardian and Spear Knights are both rarity 1 star so it's possible that they'll have a third. Also I removed one copy of Folrart Flying Calvary because since he always returns to the card file you'll never need to revive, and if you're dead set on using it then at most you'll need two.

Now in the file there are 8 unique units, but one of which always goes back to the card file so you'll never lose LP because of it. That gives you 7 units that assuming you never purposefully sacrifice a unit then you won't run out of cards before running out of LP or vice versa. Also I added in a magic bolt which is another common card and good for taking out a dying unit or a small support unit. Also Sunbeam cage is a cheap grimoire that can sometimes help when you're in a pinch.

The first two soul cards I changed to row damage which while not always the best in Folrart can help with a lot of scenarios. First being against a gowen rush opening to take out those 30 HP units in front.

Against other files it helps take out support units like Falkow's song sorceress. In Folrart this soul skill lineup can be further improved by an assassin soul skill or soul card that deals with multiple units like Scylla.

--DWildstar

Mod Gowen Starter - Preparing for Folrart
Tanks, Damage Dealers, and Supporters Before

So you’re getting ready for Folrart already, huh? Or perhaps you already made it and you realized that Alteil is a whole new ball game in the big leagues. Rest assured, with a few solid modifications, you too can hold your own with some smart play and patience. In this article, I’m going to tell you what I believe the optimal soul skill lineup is and what key, common units you should be on the lookout for to strengthen your Gowen starter.

Let’s begin with a look at the soul skills. Several of Gowen’s fine units require a sphere level of 5 or higher to attain maximum efficiency. I am all for this, what I am not a fan of is that ridiculous Dryad soul skill. It forces you to use a spore (which is a super common open) or letting some other unit dies off before you can get the most from your units. I think this is ridiculous, the spore opening is very weak; you basically spend a turn to lose 1 LP. This is not a good start for Gowen rushers, you want to establish a solid field presence right off the get go. The optimal soul skill for slot 1 in Gowen (as seen in the photo) is Roaming Predator / Asuet. You can also use Falkow’s version, Mage Paladin for the same effect. I realize that both of these cards are higher rarity, so as a substitute you may want to use +2 SP until you obtain one of those cards. It’s less efficient (sp wise) but gives you better control of what/how you want to play. This greater flexibility is much more important than 1sp difference.

For the 2nd soul skill, I would use the best, most reliable soul skill you have. I like targeting-random just doesn’t cut it for me unless I’m sure the effect will be just as useful as a targeting (which is impossible). Depending on what you struggle against more, I would use row damage for rushers or Efreet for those fatter (like Folrart Guardian) units. The 3rd soul skill should be either another reliable damage card or some kind of anti-big soul skill such as Assassin. It kind of depends on the meta, but Assassin is a pretty good pick for most situations if you’re playing Gowen rush. The 4th soul skill, I would use a reliable damage dealing soul skill (starting to see a trend here?) such as Mad Priest or Lapierre. If you have it, the last soul skill for Gowen rush should optimally be a 2LP revival card (such as Skeleton Warrior).

Tanks, Damage Dealers, and Supporters After

Now that the soul cards have been covered, let’s talk units and grimoires. As soon as you have the opportunity to do so, add a 3rd Kurina into your file. She is one of the best opening units in the game and it saddens me greatly that many newbies underestimate her. The 2 major changes you should note about this file is the addition of Mercenary and Magic Dual Sword Wielder. Both cards are amazing and are excellent additions to any Gowen rush. Magic Dual is fast and flexible-2 things that I like. Given, her action skills are random-but will reliably be effective as she acts at AGI 4 no matter what you hit on the front lines. Primrose is your anti-return mechanism, which is important against Falkow opponents. This can be replaced with miracle fruit, but ideally you want multiple copies of Primrose. She’s not half bad for a level 2 unit, and her open will protect all of your units against most forms of return. However, this is less important against files that aren’t level based return, so you’ll be playing her as a decent ranged unit to support your front line. This is why I prefer her over miracle fruit; miracle fruit is only effective against return decks that are level dependant.

Now for a short word on grimoires, with all the grimoire bane running around in Folrart I wouldn’t depend on them too much. However, that doesn’t mean strike out grimoires entirely; a good percentage of your battles will be against opponents without grimoire bane. To be maximally flexible, I have selected 3 forms of damage dealing grimoires. Tornado for the fat units, arrow for the medium sized units (can be used for larger units if need be), and a ball of flame to help quell the rush. In most cases, grimoires should be used during the end game to help swing the duel towards your favor.

In conclusion, when you're making a transition to Folrart with a Gowen starter, start by adding lower rarity cards recommended here. If you don't have them, look for cards that share certain aspects, like Magic Sword Dual Wielder's speed and versatility, Primrose's ability to protect against returns, Mercenary's (and Assassin's) ability to deal with guardian and other Counterskill or big HP units.  Once you're able to survive in Folrart, you can take the next step and think about collecting more cards and trying to build a more complicated File.

--Romdeau

Mod Falkow Starter - Tanks, Damage Dealers, and Supporters
Tanks, Damage Dealers, and Supporters Before

There are questions that people would ask when constructing card file. One question to keep in mind is “How many tanks, damage-dealers, and supporters should I add?” It is important to balance them since too many of any one of them can prevent you from performing the best of your ability.

Let’s take a look at the picture of the Falkow file. This file focuses on making your opponent’s units hard to attack and damage your units, while you build up your army on the field for Azure Dragon - East / Vordore to think up a tactic and drastically buff your units. As you can see, this file opens with Witch at turn 1, a popular unit that returns a low level unit back to the Card File, giving you an early field advantage. Rapier Fencer of Regus and Song Sorceress are then used since they are powerful yet inexpensive, while Sea Hunter protects them. Sorcerer Guard and Mermaid Sorceress support by toughening your frontline units and engaging large enemy unit. Rapidly Flying Apprentice also supports, but works best with Vordore’s Auto Skill by moving enemy frontline units to the back and then make those units unable to attack. Sylph is an instant backup mostly for Rapier Fencer and Vordore, and Undine is used to backup Witch or slowdown fast unit like Combat Monk and Chaos Ogre / Dalos. Return is useful in most battles by removing a LV3 threat instantly. As for the Soul Cards, they mainly make enemy units difficult to attack your units by decreasing RNG and engaging units, while they add up to a descent number of 8LP (including 1 base LP).

Despite how interesting these cards are included in this file, there is a problem. First, count how many copies of tanks, damage-dealers, and supporters there are. There are three copies of tanks (Sea Hunter); three copies of damage-dealers (Rapier Fencer); and a whopping number of seventeen copies of supporters (excluding Witch since she is only used as an opening). Because there are extremely few tanks and damage-dealers, there won’t be many options for you to be able to fight back enemy units, despite all the supporters for backup.

Tanks, Damage Dealers, and Supporters After

This problem can be solved by removing some supporters and adding more tanks and damage-dealers. What supporters to remove depend on how less useful they are. In this file, I recommend removing all copies of Sorcerer Guard. Although giving extra DF is useful, she does not play an important role in strategy. Another unit I recommend to remove is Mermaid Sorceress. Her engaging skill is only one-time use and requires a total of 3SP (2SP to set her and an extra SP to use her Open Skill). On top of that, her low HP and AT do not meet the standard of a typical tank or damage-dealer. After removing six copies of supporters, there are many tanks and damage-dealers to add in this file. I personally like Sea Claw and Wizard Archer of Regus. Sea Claw has enough HP and DF for a good tank. As a bonus, it also features Pinpoint Skill, enabling it to attack target unit in range. Wizard Archer, although low in HP, is inexpensive and can deal high damage of 40. Hiding behind tanks with her 2 RNG, she can be powerful with her Pinpoint and Magic Bow Skill, attacking any unit of choice, even when outside of her range.

As a result, there are almost the same number of tanks and damage-dealers as supporters. You can now see how more effective this file is than the previous one!

Many cards in this file are available in Starter file or have rarity of 1*, so making this file do not require very rare cards. Of course, you may want to add few changes if you’re interested in making it. For tanks, Deep Squid is a good replacement for Sea Claw. They both cost the same and have the same amount of HP, but Deep Squid loses DF and gains more AT and powerful skills that can damage multiple units. Sea Wyvern is also a good choice since it has the same HP and AT as Deep Squid, but with extra AGI and an Open Skill that lets you reuse units like Sylph. For damage-dealers, Magic Scythe Soldier can replace Wizard Archer for more HP. Sorcerer Monk of Regus is also a good replacement as she can do tremendous damage with high AGI.

Take note that this article does not only benefit Falkow, but all spheres. A file that has good balance of tanks, damage-dealers, and supporters can always gives you an edge in battle over a file that doesn’t.

--DarthRaider

Guardian Buff - SP Management
Unmodified

There are some Iczers who make this type of mistake when constructing a file: Not getting enough SP to play many cards. Good players need to utilize most of the cards in their files, but using these cards comes at the price of SP. If you lack SP, you won’t be able to play more cards.

Let’s take a look at the picture of the Refess file with a typical tank-support strategy. As you can see, this file starts with Folrart Shrine Knight on turn 1, followed by Folrart Guardian and Blessed Armor Knight. They both have 70 HP, which is high enough to tank in front-line. Rapidshot Magic Archer, although low in HP, can inflict major damage at two units while hide behind the tanks. Folrart Knight Captain, Pegasus, and Magic Musician are to add more survival for the tanks and add more AT for Magic Archer to kill. Sylph is added for one-turn extra speed, mostly for the Magic Archer to do two quick kills. Blessing and Cure are for further buff and survival. As for the Soul Cards, they are mostly to do early damage and extra buff, while add up to a descent 9 LP (including 1 base LP).

Modified

Notice how costly this file is to bring out those units to the field. Generating only 2 SP per turn is not enough to utilize most of the cards in this file. For this strategy to work, you need to bring out the LV4 tank and then quickly backup with support/damage-dealing units.The quicker you bring them out, the longer they last. If you slowly bring out the support units, the tank unit will die too quickly, thus making the support units very vulnerable. In this file, bringing out Shrine Knight would slow your progress down as she won’t do much harm early in the game (especially that she won’t be getting much support) and cost more SP to revive her.

What cards would be good to add in this file? One idea would be replacing Folrart Shrine Knight with new opening cards that help generate early SP. Opening with Kesaran Pasaran lets you gain SP if your opponent doesn’t open with any unit or opens with slower unit. After that, play Recovery Powder for extra SP. For the most part, Pasaran will die at the end of the turn and will activate your first Soul Skill. Your first Soul Skill shouldn’t be doing damage, but generate SP, like Boy Combat Priest. By that time, you should have enough SP to play a LV4 tank and then at least two LV3 units the following turns. Adding 2nd Boy Combat Priest SS and Recovery Powder will help regain SP if you start lacking it.

Of course, you don’t have to use the exact same cards from this file for your own, nor own every card; you can change some cards around, like adding Folrart Spear Knight in place of Rapidshot Magic Archer for extra AT. After all, you should still have abundant of SP to use his Lancer skill once in a while. Elite Folrart Acolyte is also a good replacement for tank, whose skills can buff DF and destroy enemy unit’s DF.

Remember, Refess isn’t the only sphere that can benefit from this. Whatever the file you are using, be sure to check if you will have enough SP to play the cards.

--DarthRaider

Gowen Rush - Choosing LP

UnmodifiedToday we're going to take a quick look at a common mistake when assembling Soul Cards; forgetting to make your LP match your pacing. Simply put, when you have low LP, your Soul Cards will help you turn over enemy cards faster and the overall pacing of the game accelerates. The more your file is like a rush file, the more advantageous a fast paced game is. When you have high LP, you force your enemy to spend resources to Iczer attack, which can only be regained over time, so the pace of the game is slowed down. The more big cards you use, the more advantageous a slow paced game is.

Let's take a look at a simple Gowen Rush to illustrate the point. First of all, there are a lot of good points to this Card File. The strategy is simple, bring out level 2 cards quickly. Since you get 2 SP per turn, you'll be able to get units out faster than just about any opponent. The Cemetery Rats give a big buff to level 2 and lower units, which will help you overwhelm stronger opponents. Also, because you're using low level cards, you'll soon get a big SP bloom when they start going to the cemetery. Then, bombard the enemy with a constant stream of direct damage Grimoires. However, this style has a big weakness. Because there are no high level units, they can be easily Returned or destroyed with a variety of effects that target low-level cards. Because of this, our Iczer has added two copies of Primrose, a card with an open skill that adds +2 levels to all friendly units, and the Grimoire Miracle Fruit, that raises two target units' levels by 3.

It also appears that our Iczer has found a loophole. He's come across two copies of Monk of the Single Strike, a level 3 unit with 3 LP. His Soul Skill sets DF=0, but since there are no units with DF in this file, there won't be any ill effects. Therefore, figuring that the more LP he has the more difficult he will be to defeat, he has added both of them to his Soul Cards. He has also put in Moonlight Knight's Soul Skill, because not only does it do damage, but it has 2 LP. When you add the 1 base LP, this Card File has a whopping 13 LP.

It sounds great to have the extra insurance, but think of it this way. Even assuming you're not going to revive the Cemetery Rats, when you run out of cards you'll still have 4 LP left. You'll just have to sit there and watch the enemy Iczer attack you for a few turns. If you win, you'll probably have 2-3 units on the field, which means you'll have 7 LP left! Even if the enemy field wipes you a few times and Iczer attacks you, you'll have extra LP either way.

UnmodifiedSo let's see what we can do to improve this Soul Card lineup. LP is obviously not one of this file's weaknesses, but what is? One thing to note is there's only one card capable of bypassing DF, and no card that does particularly high damage in a single hit. To make up for this, we should add Soul Cards that can take out single big or high DF units. Here, I've added Assassin and Efreet. Efreet's Soul Skill does a ton of damage, you'll even be able to use it to take out a dragon. Assassin lets you send an enemy unit directly to the Cemetery, no matter its power level, at the cost of one of your units. Since you have tons of units, this is an easy trade. Once you become more confident with the timing, you might want to switch Assassin from the 3rd Soul Slot up to the 2nd. I also switched Moonlight Knight with Magic Doll, so if the enemy doesn't have a row set up you can target a support unit in the back. Really, she's more useful for mirror matches than anything else, so you might want a second Efreet or one of the higher rarity Soul Cards that hits two random units.

With the 1 LP you start with, this File now leaves you with 8 LP, one less than the number of units you have. This may sound a little low, but remember if you're going to win you're going to probably still have two units on the field, and if you're going to lose... well, you're going to lose anyway, so don't worry about it. Also, Assassin's Soul Skill removes one unit completely from the field, hopefully an Cemetery Rats or a Salamander, so that's one unit that will never die and go to the Cemetery, saving you one LP.

You'll have to experiment a bit to see if you like to ride a little high or a little low with your LP, but this is a pretty good place to start. And it plays fast, so it matches up well with the tempo of your rush strategy.

In closing, let's think about trying to build a File like this. It mostly has Starter or low-rarity cards so it's not a bad place to start. Primrose is Rarity 3, but this File also works with only 1 or 2 copies of her. Lightning Archer (a Starter card) has similar abilities to Primrose, but he doesn't protect against returning so you might want an extra Miracle Fruit if you use him instead. You could try running this File with less of the direct damage Grimoires, or with a big unit for the end game. If I was going to play it, I'd try and make room for one more Salamander and a Magic Weapon for use on Quick Draw.




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