Showing posts with label Making a Strong Deck. Show all posts
Showing posts with label Making a Strong Deck. Show all posts

Sunday, June 17, 2012

Making a Strong Deck

A lot of people struggle with making powerful decks. This is because Rage of Bahamut only gives you four legend card packs to start and generally you only get rares out of these. On top of this few players have the proper points to create both a powerful attack deck and defense deck.

I'm going to cover a few ways to make life easier while starting out. I am assuming that you have already leveled stamina to 80pts and are now working on either attack or defense as your next stat.

Starter Deck (25-60 Attack Points/Defense Points):
A deck like this should be comprised of normals/high normals. Many normals can have point ranges of 3-12. A key thing to remember is you should always attempt to have a full deck (five cards). The next note is that a fully evolved card uses the same amount of points as the first form of the card. This means that cards that are normal and fully evolved into high normals will be the most efficient cards. Do not waste time leveling the card until the card is in its final form. After the card reaches its final form, level it to about 10-15 and just leave it, eventually you'll use this card as a "feeder" for a better card. You can start out with a 12 point card and four 3 point cards in your deck. As you get more attack points, start adding fully evolved 12 point cards as you accumulate them. Do not worry about the cards realm at this point in creating a deck. As you gradually get more attack points, swap out your 3 point cards with 12 point cards. You should be doing this until you hit roughly 60 attack/defense points because at that point you can stack five 12 point cards.

Leveling Deck (60-120 Attack Points/Defense Points):
You should now have a deck comprised of 12 point high normal cards. At this point (sometimes sooner) you should be noticing that cards are showing up that have 11-16 point usage values. Some of these cards begin as high normals, and when you combine four of them become rares. These cards often have "skills" that boost your attack/defense or debuff enemy attack/defense. You should be aiming to get four of these cards, evolve them, and level them to 10-15. Replace your weakest previous deck card with the card you evolved. You may also start to notice the appearance of rare cards. These will make up the bulk of your next deck so save them or look for 6 matching ones. After you have 6 matching ones, perform what is called a 6-2 enhancement. This means you combine three cards into the ++ version, then you combine the other three into a separate ++ version, then you max the levels on them and combine them together. These cards often have a cost of 16 power to use and values of 8-12k attack/defense.


Core Deck (120+ Attack Points/Defense Points):
Once you accumulate a decent deck through leveling by combining high normals into rares, you should now be moving up to Rares and combining them into high rares. I call this your core deck because once you have five 6-2 evolved rares you can start aiming to gather High Rares. Breaking into this market is tougher than breaking into the SR or SSR market.

If you have five 6-2 maxed rares you will not be needing to feed new cards. This means all the small cards you get can be sold for feeder service to somebody for either 30k for 9 normal cards (goblins from quest 2-5) or you can get 100-130k for 9 High Normals (goblins from quest 2-5 you combined into their final form). You can also sometimes get 1HP for 9HN.

The importance of this is that accumulating High Rares can only be done by purchasing them with Holy Powder or trading other High Rares for them. A normal High Rare will go for 20-50 Holy Powder depending on the card. As you start to accumulate them you can create what's called a 6max (maxed the card every time before evolving) version of the card or a 6-6 (maxed the card 6/8 times before evolving) version of the card. I do not recommend doing a 6-2 with High Rares, you lower its value for later trades into SR.

This concludes the how to portion of the guide. If it seems like it's a lot of trouble, it's because it is. If it were easy everybody would have great cards.

Some cards to note while leveling:
Gods:
Starter: Ogre, Hamsa, Thunder Elemental, Wind Elemental, Water Elemental, Jiao
Leveling: Altas, Wyrm, Salamander, Archangel, Sylph, Gnome
Core (Rare): Kratos, Agni, High Pixie, Yinglong, Daphne
Core (High Rare): Ifrit, Titan, Brunnhilde, Ares, Elaine

Man:
Starter: Thief, Ronin, Ninja Trainee, Young Gunner, Kunoichi Trainee
Leveling: Warrior, Lancer, Samurai, Shaman, Dancer, Ninja, Lady Gunner
Core (Rare): Gladiator, High Ninja, High Dancer, High Shaman, High Lancer
Core (High Rare): Berserker, Master Witch, Great Spirit, Dancing Princess

Demons:
Starter: Cat Vixen, Dark Elfling, Lilith, Baby Dragon
Leveling: Dragon, Hobgoblin, Empusa, Naga, Skeleton Fighter
Core (Rare): Elder Dragon, Succubus, Melusine, Garmr, High Daemon
Core (High Rare): Nightmare, Archdaemon, Ark Dragon, Inugami, Minotaur