StrategicGamer

u/StrategicGamer


r/FinalFantasyTCG•

Just had a fun thought to compile a list of synergies in hopes of inspiring some deck building. Please post new synergies that are possible with Opus X cards that you noticed. Here are some that I have noticed.

  1. Unei + Citra: Cycles Summons
  2. Folka/Ashe + Fusoya: Extra Fusoya 7k
  3. Leviathan + Ultemecia/Golbez : Guaranteed Hit
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r/AutoChess•

In general terms, if you want to maintain a win streak you want to try and be ahead on units and when you want to maintain a lose streak you would want to behind on level and have more gold for interest and later when transitioning into winning spend the gold to have a level advantage over the field.

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What advantage do you gain by matching levels with the field?

211

r/AutoChess•

EDIT #1: A lot of people think that I am missing that early leveling up can help you maintain a win streak. I am aware that this is a possible strategy, especially when you had really great early round draws, but I consider the ability to reliably maintain a win streak to be an exception scenario and a scenario that can be hard to identify. Unless you are sure that you can maintain a win streak, spending money to level from 4 to 5 is very risky because you will have fewer rank 2 commons and you will have had 5 less gold to earn interest with and buy pieces with which means that affording rarer pieces will be more difficult.

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EDIT #2: A few people disagree with my approach due t

334

r/AutoChess•

Massive Edit: Based on the feedback from the community, I learned that it is better to save money and not level at level 5 until (4/8) and instead skip level 6 when you are losing. Still skip level 5 when on a winning streak. I have updated my guide. The original guide is below the updated guide.

Updated Guide

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Early Game Levels (1-4): I do not reroll and emphasize ranking up units. I take any doubles rolled and keep my bench full. I sell nonduplicate pieces for duplicates whenever possible. I tend to not level up by spending gold until level 5, unless my early game rolls were lucky and I think that I can almost certainly maintain a win streak. The reason I stay on level 4 is

518


r/crueltyfree•

I just wanted to plug my Wife's youtube channel. She is a great person and very smart, but she is not into self promotion. I love my Wife and love to promote her and thought some of you might be interested. I apologize in advance if posts like this are not allowed. I don't post here regularly nor am I personally into this kind of material, but I am into my amazing Wife!

https://www.youtube.com/channel/UCWN70mZmjoQkQ-LPuljRWoQ/featured

220

r/FinalFantasyTCG•

Water/Wind Standard Units

https://ffdecks.com/deck/5484848185606144

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Use Warrior of Light to cheaply play your lower cost standard units. Wakka and Maria pump most of the forwards in the list Ranger and Warrior of Light being the only forwards not pumped. The deck wins by simply playing a bunch of cheap over sized forwards. Leila+Viking are good fodder for Famfrit and can party attack with one pump backup for 7k with 1 pump backup and 9k with 2 pump backups.

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Ice Discard

https://ffdecks.com/deck/4825017929957376

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Make your opponent discard their hand with che

93

r/FinalFantasyTCG•

Below are three very cheap decks that can compete in the Meta. I am not saying that these decks are tier 1, but rather wanted to highlight that competent tier 2 decks can be constructed cheaply.

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Mono Earth Monks:

https://ffdecks.com/deck/5663907385442304

Use Yang+Ursula and Psicom Warden to be aggressive. Momodi and Matt will help you defend against decks that rely on dulling your large forwards. Rauhban+Ingus+Enna Kros gives you 9k removal attached to a body. Evoker helps you to ramp backups more quickly. The one-ofs can be switched up depending on the Meta. Fenrir helps against Veritas and Yuri.

Blitz Aggro Warriors of Light:

169

r/Artifact•

Overall Opinion: Artifact has very interesting mechanics and gameplay, but lacks feedback. In most games, you do a good series of plays and you can see a large benefit/reward and experience that in the game. After that point, the player is typically satisfied having accomplished their cool deck goal regardless of if they win or lose. Artifact instead has individual cards that are high costed that swing the game. This means that the game revolves more around playing those specific cards rather than performing a series of cool interactions. This is simply boring and in my opinion the biggest reason that Artifact is still losing players. They should revamp their card design philosophy to accomm

09

r/Artifact•

GR Ramp

https://www.artifactfire.com/artifact/deck/triumph-and-teleport-12400

This deck is very easy to play. Almost every game plays out in the following manner.

  1. You start the game ahead in either Axe or Bristleback's lane.

  2. You put your turn (Treant Protector) and river (Dark Seer) heroes into your winning lane.

  3. Play a combination of ramp effects to get 8 mana in that lane R3.

  4. Play Emissary or Time of Triumph in that lane buffing 3 Heroes.

Obviously there will be some variation here depending on matchups, but this is generally how it plays out. Below are some specific card notes.

Specific Card Note

2316

r/Artifact•

The below are a few ideas of mechanics that I would like to see in Artifact. Please post some mechanics you would like to see.

  1. You can deploy this unit on the left or right side of the lane even if there is an unblocked enemy.
  2. This unit's combat arrow always points straight.
  3. A mulligan system for the opening hand.
  4. Abilities that can only be used in adjacent lanes. Maybe these could be Jungle mechanics thematically.
  5. Items/abilities that reduce unit cooldowns.

Thanks for looking!

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