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Xenocard Deck Strategies Guide by Mauler OoR
Version: 1.3 | Updated: 03/24/03
Deck Strategies Guide for Xenocard Compiled By:Mauler OoR Email:BStingley69@aol.com AIM:BStingley69 Version 1.3 March 21, 2003 This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. The newest version of my FAQ can only be found at : http://www.gamefaqs.com http://www.ign.com Copyright 2003 Blair Stingley Updates Version 1.0: First compiled Version 1.1: added a few new decks to the Mix. Version 1.2 Added a few more decks Version 1.3 Yep you guessed it more decks added. Table of contents I. Rules II. Faqs III. Computers decks IV. Decks V. Thanks I Rules You can only play one battle card (human, mech, gnosis) per turn with the exception of realian card game over when there is no remaining cards in a deck type of attack ballistic, hand to hand, spread, homing ballistic is good, spread is better hand to hand is useless homing is great for destroying enemy deck if they have high HP cards deployed on the battlefield, other than that, spread and ballistic is better. **spread does not attack the deck tips for creating a newbie deck get atleast 20-5 battles cards get around 2-5 situation cards but no more than 5 get around 10-15 event cards the total must equal to 40 cards 25 battle cards: get around 3 allpurpose realiant cards, 5-7 mech cards and the rest you can mix a variety between human, equipments and gnosis battle cards: Remember to choose cards with low requirement one or two requirements is ok but 3 requirement is too much (press triangle to see the card), try to get ballistic and spread attack type battle cards, hand to hand combat is pretty much useless. DO NOT overwhelm your deck with gnosis and mech cards, YOU NEED Human cards to deploy other type of cards Realiant card does not give a specific contribution other than serving as a blank card. 'Spread' type doesn't attack the opponents deck if they have no cards in the battlefield (ie don't put a 'spread' on a 'hand' thinking you'll add a little extra damamge to the deck. 'Down' cards can take defensive damage. Attacks will not just pass by a 'downed' card. Lv1 and lv10 Jr. cards can attack during the enemies battle phase. Note that they attack after -all- enemy attacks have occurred (and not in line with the hand -> ballistic -> spread -> homing order and the 1 to 4 order) Virgil executes his skill (remove Realians and damage the opponent's deck) on the opponent's adjust phase, not the player's. The 'Good Luck' situation card makes all humans evade normal attacks (hand, ballistic, and spread) for 3 turns. Note that ballistic attacks will not stop at the evading human but will still pass by the human and hit the card behind it or the deck! Cards -charge up- their blue attack dots during your adjust phase. This is usually inconsequential since if the card decharged (ie attacked) then they are already in the battlefield of course so they will always recharge. This does come into play when using the 'Attacks every other turn' cards. These card must be in the battlefield to gain the extra charge dot required to attack. You can't plan your turns to attack -> move em off the battlefield -> attack -> move em off, etc... They must remain on the battlefield to get their second charge. Battle Card Types and Requirements: In the upper right hand corner of all battle cards (red cards) there is an icon which shows which type of battle card it is. Sometimes, in the box below it's hit points and attack power are also some icons. Below that is a cost. Here is a list of the icons. Green Person: Humans. Many cards are humans, a lot of the heroes are, and the civilians are. Some humans have requirements, but usually they just require other human cards to be in play. Some humans (the civilians and soldiers) have no requirements and are thus good starting cards. Shion is a human with no requirements. Yellow Person with '+' sign: Realians. I have yet to see a realian card with requirements besides Momo, who requires a human to be in play. I have never seen a card that requires realians to play. Besides Momo, realians are fast cards (can be played in any number, not the 1 per turn rule). Silver Screw: Mech. These are usually costly to play, and either have other mech or human requirements. KosMos is a mech card. All AGWS are mech cards. That's all I can think of for now. Many of the better event cards have mech requirements, so if you just want a mech for requirements the drone is best, as a wall and a requirement filler. Purple Yang sign: Gnosis. Gnosis are the things you've been fighting, the aliens. They almost always have human requirements, and sometimes other gnosis requirements. All gnosis require the sacrifice of a human to play, and some are speedy (they don't count as the 1 per turn card). Pink Bunny: Other. Other is for battle cards that don't fit into any other category. So far I've only seen 2, Chaos and Bunnie (3 if you count lv10 chaos). Thy have human requirements to play. Okay, the cost is the last thing I mentioned. Cost is the number of cards that will be taken from the top of your deck and thrown in the lost pile. Basically these cards cost life. While I'm at it, I'll explain some other stuff on the card too. Under the Cost is the rarity of the card, Common, Uncommon, Rare, or Promo (super rare). Common through rares can all be found in booster packs 1 or 2, but Promo's must be found throughout the game. I posted before as to where to find them all, but I find that I am missing one. Anyone that knows the location of the ProtoDora, please list it. Under the cards picture is text describing any special characteristics. Next to a card on the battlefield is its HP and Atk indicators, showing how much HP it has left, as well as its card type, and its attack charge. Most cards only have one attack charge, meaning they attack every turn. Cards that wait two turns to attack have 2 blue dots that need to be filled in order to attack. One will fill each battle phase. E mark Basically the "E" on the card is just thrown on the card for other purposes. Just like how the "Adjust Phase" makes your hand consist of only 6 cards. The "E" just means that your card was just set, and there's a possibility that your opponent can counter it and destroy it, or your card has a special effect. I think Margulis has an effect where when his "E" is removed you can DOWN a card in your enemies standby area. So, far anyone who is questioning what an "E" is. It's just a term meaning "JUST SET". That's a broad definition of it. Here's something for anyone that's new: II. FAQs: Q. When can I first play cards? A. When you first get onboard the Elsa. Talk to the robot at the bar. Q. Where to I play cards? A. Go to a save point with the blue icon on top of it, go to key items and select card passport. Q. When is Booster Pack 2 accessible? A. Good question. I think when you first get to Kukai, but someone should verify this. Q. When can I start to buy Promo cards in the Casion? A. 'Nother good one. I think it's near the end, probably right before you enter Song of Nephilem. Q. What do you get for winning a card game? A. For winning an exhibition, you get either a Booster Pack 1 or 2. For winning a tournament you get an assortment of 5 booster packs, and a tuned circuit. After the first tournament, you will win promo cards in each successive tournament (Swimsuit Momo/Swimsuit Shion). Q. Where are the Promo Card Packs? A. Promo's F and further (F-Z or whenever it stops) are found at the Casino very late in the game. Very late translates into after Song of Nephilem as far as I can tell. The other packs are in Ensephilon and possibly Kukai. I have them all, but I can't remember where most of them were. The hardest was the one in the igloo in the park in the ensephilon where Shion starts. You have to come back later with Jr at the head of the party and walk in to get it. The others were in treasure chests I think. And you get one for doing the simple puzzle in the AGWS dock in Kukai. Q. Is this game 2 player? A. Yes, but your friend has to make his deck with your cards, no loading of decks. Promo Cards: A--In the Encephelon in the park. There is a purple dome that you can only enter with JR. or MOMO as your on-screen char. B--In the empty tank in cleaners on Kukai Foundation. C--Won as a prize from the Kukai Foundation's AGWS Factory quiz machine. D--In a chest in Miltia's forest in the KOS-MOS Encephelon. E--In a chest in the Miltia Street Area just beyond the Playground. III. Computer Decks 1. Shion & Ziggy 2. Hammer Attack 3. Citizens Unite 4. VX Attack 5. Gnosis Attack 6. Big Spender Matthews 7. Girls Power 8. Human Touch 9. Homing Attack 10. Realian Blitz 11. Cool Attack 12. Momo to the Rescue 13. Attack of the Gnosis 14. Event Attack 15. Common deck 16. The Elsa Crew 17. Bespectacles Attack 18. Standard Attack 19. Flat broke 20. All-Stars 21. Reset 22. Imminent Death 23. Realians 24. Shion & Jr 25. Man & Machine 26. Homing Rampage 27. The Way of the Sword 28. The Zohar 29. The Menacing Glare 30. Albedo Strikes back 31. Blitz Attack 32. The Boyz 33. Uncommon deck 34. Virgil Attack 35. Pandemonium 36. A.G. The Anti-Gnosis 37. The big bluff 38. MHG Combo 39. Phase Transition Cannon 40. Gnosis-Machine Combo IV. Decks A) Orca782 3 Female All Purpose Realians 3 Male All Purpose Realians 3 100 series Realians 3 Government Realians 3 Combat Realian Male 3 Combat Realian Female 3 Lv1 Shion 2 KosMos 2 Lv10 Shion 3 Bunnie 2 Myuki's Email 3 Investigation of Planetary Disappearance 2 Mary & Shelley 3 Waste Money 2 Curry (will take 1 out and replace w/Myuki's email when I get the third). Strategy: Your key cards here are the waste money cards. You want to get as many of these out fast as you can. Then you get to draw more cards, and they have to draw more cards. Every card in this deck is either 0 or 1 cost, so that you don't run yourself out of cards. You must have a Lv1 Shion in your starting hand, or a lot of deck cyclers in order to get her fast, because a lot of the cards rely on the 1 human preliminary. So first turn your ideal draw is Shion, maybe one waste money, maybe one deck cycler, if you're lucky either a Kosmos or lv10 Shion, and definitely a lot of realians. So first turn you set out your Shion, and any realians, but leave one space. First turn the best realians to set out are either the ballistic ones, so you get to hit them for free damage, or the all purpose ones so that you get to draw more cards. Next turn you set out your waste money, or if you don't have one use the deck cycler cards which you should have the parameters fulfilled for to get a waste money. You don't necessarily HAVE to have waste money, but it really helps. Now you deal your few damage to them on second turn because they can't block. Set out a lot of realians so that you know that they: A. Cannot kill Shion. If you lose shion, you basically lose the game. B. Cannot hurt you. You must have more cards than them a few turns into the game, otherwise odds are you'll lose. So, since the deck is based on running them out of cards by drawing, you need to make sure they have less cards than you. This is accomplished with lv10 Shion and Kosmos, both with good attack power and ballistics. I'd recommend not killing their stuff, if you get a chance, but rather hitting them. Once they are about 4 cards less than you, you're ready for lockdown. Lockdown: Now you just set out realians every turn. You should be drawing a ton of them, so it's no problem. You aren't really trying to kill their creatures, just to set up a wall of realians so that they never damage you. They will probably be putting down cards that have costs, so that only further runs down their deck. Your biggest worry in lockdown is: A. Deck Recyclers: There are a few cards that allow you to put cards back on your deck. Why don't we use them in this deck? Because all of their requirements are too high. And we do fine without them. But if they try to pull them off, try to stop them at all costs. Your best shot here is Myuki's email. Being rare, it's hard to get them, but they are a necessity in any deck. B. Another Big Spender Deck: I only had this problem once, and the game was hella close. He had 2 waste money's out, I had 3, so each person was drawing 6 cards a turn. And to make matters worse, he had that ship captain card out that makes you discard a card from your deck at the beginning of your turn. So all in all we were running through 7 cards a turn. I had 16 cards, he had 12 I think, and I was losing hope because he had a solid wall in front of him. So I drew, down to 9. I put out a bunnie just to ease up the pressure. He draws down to 5. Then, being a doof he uses some high cost card and runs himself down to 3. Then my turn, I draw down to 2. To make matters worse, I play a card I forgot had a cost and run down to one. Luckily I'm still in, and he draws out. All in all, play conservatively against other waste money decks. The other ways to lock them down are with Bunnie, which basically negates one turn of attacks, and 'Impregnable' I think is the name of the card, which prevents all damage to you during one battle phase. I don't use impregnables anymore because of the mech requirement, which means I have to have kosmos out. You could use them if you wanted to. So as soon as you have lockdown, just keep your battle field full, preferably with at least one 3/6 card in the back row, and an unending supply of realians to keep you safe. Sit back and watch them run out. b) Orca II 3 Albedo 3 Female Realians 3 Male Realians 3 Combat Realian F 3 100 Series Realians 3 Waste Money 3 Planetary Investigation 3 Honorary Burial (? The card that sacks battle cards for recovery). 3 Rocket Launchers 3 Utic Soldiers 3 Soldiers 2 Rifles 3 Myuki's Email 2 Mary & Shelley I took out the missile pods eventually because I found myself never using them. I replaced them with the rifles for easier access. I also couldn't throw in any suicide combos, they just messed things up. The deck works great, if you manage to get Albedo setup it's all good. Half the time though I didn't even set him up, I just took the other guy out with an army of civilians and such carrying rifles and rocket launchers. The cpu usually gets afraid of big power cards and won't even move onto the battle field. My biggest problem was that card that destroys a card with an E on it, this guy kept killing albedo. So I threw the emails in. A good setup for when you plan on bringing Albedo out is to put two attackers on one side, and none on the other. Then the other deck (assuming they only have 2 cards (will either go for the gold and have both hit your, or go for creature kills and put both in front of your guys. This leaves a channel free for Albedo. Now, the specifics of the Albedo system are a bit harder to setup. Albedo get's his power boost at the very beginning of the Event phase, so you have to use the honorary burial the battle phase before, so that he gets the effects. The problem is, then they get a free shot at you. Shouldn't be too bad though, with you just having recovered upwards of 16 cards. Anyway, then put Albedo out and let the ruckus begin. I got him to work 2 out of the 5 times I played. I lost once to a power agws deck. c) Ryjhan 3 civilian child 3 civilian female 2 soldier 3 security guard 2 UTIC soldier 2 kobold 3 Ogre 3 Cerberus 2 Golem 3 gargoyle 1 unicorn 3 UMN invasion (draw 2 from the lost pile) 3 revive DX (reclaim 2 humans from the junk pile) 3 song of the mysterious girl 2 gnosis phenomenon 2 gnosify d) Nico Silius Basic Beatdown 3 All-Purpose Male Realian 3 All-purpose Female Realian 3 Civilian Boy 2 Civilian Male 3 U-TIC Soldier 3 Shion lv.1 2 Shion lv.10 2 KOS-MOS lv.1 3 Planetary Investigation 3 Bio Sphere 2 Stim DX 3 Rocket 3 Rifle 2 Notice from the Federation 3 Good Luck Anyway, this is a beatdown deck. Unless the game goes poorly for you (It might happen 5%-10% of the time) you'll usually win. There's nothing better than having a lv.10 Shion, a lvl.1 KOS-MOS, and two Civilian Boys (with Rocket Launchers =) ) all hitting the foes deck, without being hit thanks to Good Luck. e) Nico Silius II 3 Civilian Male 3 Civilian Boy 2 Civilian Child 3 Drone 2 A.G.W.S (Um, the AGWS that does Ballistic Attacks, needs 1 human to use) 3 All-Purpose Realian Male 3 All-Purpose Realian Female 3 Goverment Realian 3 Mass Produced Series 100 Realians 3 Miyuki's E-mail 3 Mary&Shelly 3 Planetary Investigation 3 Goodwill Doctrine (Okay, whatever that card that prevents yours and your opponents battle phase) 3 Article 4-Paragraph 13 3 Supply Order This deck is still going through some fairly heavy testing, but it works fairly well. Playing the Article, then the Doctrine is death to any foe. Miyuki's E-mail protects you from a tricky opponent encounter. You can also finish the game quite quickly, especially against slower decks. You can get everything you need, since you have 15 card drawing sources... but the biggest problem is that you tear through your deck really, really fast. f) Delerium 2 Security Guard 3 U-TIC Soldier 3 Realian Male 3 Realian Female 3 Gov't Realian 3 100 Series 3 Combat Realian M 3 Combat Realian F 3 Missile Pod 3 Virgil 2 Supply Fleet 3 Good Luck 3 Supply Order 3 Waste Money Very simple deck, and very effective... I'm suprised it hasn't been posted yet. This will beat ANY deck the computer throws at you. Concept is simple, 1 human, 3 realian 1st round. 2nd round either a supply order or waste money, virgil, and more realians. Battle you put out all your ballistas. 3rd round either good luck, supply order (if you don't have it) or waste money. On the third round you put out virgil and 3 realians. Chances are by third round, they can kill off at most 2 realians, but more than likely 2 will get through, sometimes all 3, so 8-12 damage by 3rd round, plus the ballista damage you do 2nd round. Thats the game winner, after that you just keep realians on the field for defense and cannon fodder, and just let the waste money's run them out of cards while you try and slide one or two more virgil bombs through. At the end of the game, I usually have no more than 4 cards in my lost pile, and I can easily recover those with the supply fleet. g) Delerium II 1st round, 1 human, 3 realian 2nd round, move all to battlefield and set 1 mech, 2 realian 3rd round, move all realian to battlefield (had 5 cause 1 will probably get killed 2nd round), place article and set a bunny. this will do 24 damage to the deck by 3rd round, which will come VERY close to killing them. maybe if the 3 realians in the first round were ballistas, and the human was a u-tic, then it MIGHT work, but thats a once in a lifetime draw just to do that. you'd need 1 u-tic, 3 ballista realian, a mech, article, bunny, plus 2 extra realian in 3 rounds. I can do that about half the time with card recycling using investigation, and mary & Shelley. Either way, I found that this deck I built for a 3rd round kill is just that. A once in a lifetime 3rd round kill, and if you don't kill them by 5th round, your screwed. Bunny is great, except against gnosis decks. They just sack a human and place a gnosis right in front of you, un-downed. Very bad. btw, here's the deck if you wanna play with it. 2 Security Guard 3 U-TIC Soldier 3 Realian Male 3 Realian Female 3 Combat Realian M 3 Combat Realian F 3 Bunnie 3 Drone 3 Miyuki's Email 3 Mary & Shelley 3 Investigation 3 Article 4-13 * theme of deck. 2 Armistice 3 Waste Money h) Zeltin Ironhart 1 Shion 1 Lvl 10 Shion 3 U-TIC Soldier 3 Realian Male 3 Realian Female 3 Gov't Realian 3 100 Series 3 Combat Realian M 3 Combat Realian F 3 Body Armor 3 Rifle 3 Missile Pod 3 Virgil 2 Supply Fleet 3 Waste Money Wins consistently by the fifth turn. Rifles and missile pods give those little realien civvies some purpose while body armor ensures that your frontline doesnt fall too fast. Shion is not a necessity but it certainly doesnt hurt to use her. i) Zeltin Ironhart II 3 Lvl 1 Shion 3 Lvl 10 Shion 3 Lvl 10 MOMO 3 Lvl 10 Ziggy 3 Albedo 3 Civillian (any) 3 U-TIC Soldier 3 Rifle 3 Joachim Mizrahi 3 Kirchweissger (sp?) 3 Zohar (the promo card) 3 Stim 2 Supply Fleet 2 Revive DX The strength of this deck is its ability to handle a large variety of deck types with the many character abilities, though it'll prolly have a difficult time against hard hitting mech decks. j) Zeltin Ironhart III Updated Gnosis deck: 2 Lvl 1 Shion 1 Lvl 10 Shion 2 Swimsuit Shion (hey, its better than civvies ;p) 3 U-TIC Soldier 3 Civilians 2 Zohar Emulator 2 Gargoyle 3 Minotaur 3 Unicorn 3 Golem 3 Revive DX 3 UMN Invasion 3 Confusion 3 Song 2 Territory Shift 2 Collective Unconscious k) Zeltin Ironhart IV Well, my Gnosis deck works pretty well and the only time I lose is when I get a really screwed draw (no or few humans that get destroyed/Expulsed). Since that doesnt happen too often, I guess it works fine ;p 2 Swimsuit Shion 3 U-TIC Soldier 6 Civilians 2 Zohar Emulator 2 Gargoyle 3 Minotaur 3 Unicorn (feel free to swap these for lesser Gnosis with lower reqs) 3 Golem 3 Revive DX 3 UMN Invasion 3 Confusion 3 Song 2 Territory Shift 2 Collective Unconscious l) GCHitman 2X Lv1 Shion 1X Lv1 Ziggy 1X Lv1 KOS-MOS 1X Lv1 Jr. 1X Lv10 Shion 2X Hammer 2X Civilian Male 2X AG-02-M 3X AG-01 2X Drone 1X VX-10000 2X Cannon 1X Beam 2X Missile Pod 1X Eyeglasses 1X Margulis 1X Zohar Emulator 2X Minotaur 3X Curry 3X Bio Sphere 3X Supply Ship 1X Recycler 2X Human Sacrifice It works incredible well as a ballistic onslaught. Some cards may appear useless but this deck ensures a perfect start and a decisive win. Start off with a Shion or Hammer, then take out a mech (Drone or AG-01 or Zohar Emulator). Now the next step is to do one of a few things depending on which cards were picked up and what the opponent is doing. The options are to (a) place another mech then mount a cannon soon after, (b) place a human and subsequently a minotaur on the next turn, or (c) go with the lv10 Shion and lv1 KOS-MOS. A quick win should soon follow. Human Sacrifice, +hp events, and +deck card events make you nearly indestructible. With card pack #2 cards I plan on switching some A.G.W.S. and humans around and maybe tweaking some of my other cards, but this baby is tried and true as far as I'm concerned. m) Inteltn24 2 lv 1 Shion 1 lv 10 Shion 2 lv 1 COS-MOS 1 lv 10 COS-MOS 1 lv 1 Chaos 1 lv 10 Chaos 3 Civilian Male 3 Civilian Female 2 All purpose Reliant Female 1 AG-05 1 AG-02-M (awsome mech with ballistic and down effect) 1 Proto Dora 3 Drone 1 VX-10000 2 Cannon 1 Beam 2 Rifle 1 Miyuki's email 1 Cure-All 3 Curry 2 Supply Ship 1 Supply Fleet 3 Federation Cruiser 1 Tune Up n) Inteltn24 II 2 lv 1 Shion 1 lv 10 Shion 2 lv 1 KOS-MOS 3 Civilian Female 3 Civilian Male 3 Civilian Child 1 Civilian Boy 1 AG-02-M 1 VX-10000 2 Zohar Emulator 3 Ogre 2 Ceberus 2 Minotaur 2 Golem 2 Unicorn 1 Supply Fleet 1 Revive DX 2 Confusion 2 Song 1 Dammerung 1 Territory Shift 1 Pilgrimage Fleet 1 Imaginary Space o) inteltn24 III 3 lv 1 Shion 2 lv 1 COS-MOS 2 lv 1 Jr. 2 lv 1 Chaos 2 lv 1 Ziggy 1 lv 1 MOMO (I put her in to fit the theme) 2 lv 10 Shion 2 lv 10 Jr. 2 lv 10 Chaos 1 lv 10 Ziggy 3 Civilian Child 1 AG-02-M 1 VX-7000 1 VX-10000 2 Rifle 1 Supply Fleet 1 Revive DX 2 Miyuki'Email 2 Curry 2 Bio-Sphere 1 Kukai Foundation 1 Human Scarifice 1 Dammerung 2 Stim WARNING: with this them deck you must bring out Shion or the Civilian out within the firt 2 turns or you will be screwed. Beside Shion, all other character type card has a requirement you need to meet before you can bring them out to the standby area. Chaos is not a human card. This is an unknown card p) Agent 007 3 Lv1 Shion 1 Lv1 KOS MOS(only have one of these) 3 Lv10 Shion 3 Civilian Child 3 Civilian Female 3 AG-02-M 2 AG-01 3 Drone 3 VX-10000 3 Cannon 2 Pellegri 2 Minotaur 2 Myuki's Email 1 Curry 3 Supply Ship 3 Tune-up Shion is there for free KOS MOS and VX-10000. And Lv10 Shion is pretty good too. The AGs and Drones are there for meatshielding and cannon. Minotaur is there...well..what else you're gonna do with humans :) q) bvh18 2 Swim Suit MOMO 1 Lvl. 10 Ziggy 1 Lvl 10 MOMO 2 Soldier 3 Security Guard 3 U-TIC Soldier 2 All-Purpose Male Realian 2 All-Purpose Female Realian 3 Male Combat Realian 3 Female Combat Realian 2 AG-02-M 3 Drone 2 VX-9000 3 Virgil 1 Durandal 2 Supply Ship 2 Supply Fleet 3 Article 4 Paragraph 13 Obviously an exploding realian deck, but the difference is I do it more slowly, putting two tougher creatures in front of two realians(w/Article) or Virgil and a realian. It takes longer to win, but it has more room for error. Ths deck hasn't lost against the computer yet through four tournaments. If you want an explanation as to why certain cards are in there, feel free to ask. r) bvh18 II 2 Lvl 1 Shion 2 Lvl 1 KOS-MOS 2 Hammer 4 Civilans 3 U-TIC Soldier 2 AG-04 2 AG-02-M 2 AG-01 2 Proto Dora 2 AG-05 2 VX-9000 2 VX-10000 2 Revive DX 3 Supply Ship 3 Tune-Up 3 Human Sacrifice 2 Dammerung s) ander387 x3 Lvl 1 Jr. x3 Lvl 10 Jr. x3 Hammer x2 Civilian Child x2 Civilian Boy x1 AG-02-M x3 Drone x3 VX-7000 x2 Zohar Emulator x1 Supply Fleet x3 Federation Cruiser x3 Investigation x2 Impregnable Guard x1 Resolution x2 Charge x3 Human Sacrifice x3 Waste Money Basically, my strategy has been to get Jr. out, plop out his AGWS, bring out Hammer and some other mech, then start blasting away. Keep a Human Sacrifice out at all times, but only drop a Waste Money if you're definitely ahead. A brief aside about Lvl 10 Jr.: his text is confusing. The way it reads suggests you can only play him if you've already got a Lvl 1 Jr. out, but that's not the case--rather, the text is supposed to suggest that you can upgrade him. Don't be fooled like I was originally! t) VeryGnawty 3X Lv 1 Shion 1X Lv 1 Jr. 2X Lv 1 KOS-MOS 3X Hammer 9X human civilians 3X combat realian M 2X AG-02-M 3X Drone 3X VX-10000 1X Zohar Emulator 2X Human Sacrifice 2X Gremlin 3X Minotaur 3X Golem The basic idea is to just overwhelm them. Get mechs out first. If they destroy your mechs, use Gnosis to replace them by sacrificing civilians. Hammer is great on the battlefield with 3 mechs, because his damage is quadrupled. Put the Drones in the front row and equip them with shields so you can laugh at the pathetic damage the opponent does. Gremlins are great for damaging large numbers of units (especially weak ones like realians). If you get a Gremlin with a Drone in front of him, you should have some real fun. The biggest weakness of this deck is it's speed. It takes a while to build up your army, but once you have your fighting force out you can keep it perpetually reinforced since the majority of the deck is battle units. I have great trouble fighting speed decks like the Realian Blitz. u) ChronoChris 1 lvl 1 Shion 1 lvl 1 MOMO 1 lvl 10 MOMO 1 lvl 10 Shion(only because of lvl 1's text, and that if you get lvl.1 out and have lvl. 10 in your hand you have a 6/3 attacker as early as second turn) 1 Durandal 3 AG-02-M 2 Drones 2 VX-9000 3 Virgil 2 Article 4 paragraph 13 1 Human sacrifice 2 Supply Ship 2 Supply Fleet 3 Combat Realien M 3 Combat Realien Female 3 Soldiers 2 Guards 3 UTIC soldiers 2 All-purpose M Realien 2 All-purpose F Realien It works most of the time, but like I said if you don't kill a mech deck by about 6 or 7th turn it's over. v) ChronoChris II 2 lvl 1 Shion 1 lvl 10 Shion 2 Swimsuit MOMO(easily substituted for lvl 1 MOMO till you get the swimsuits) 2 Albedo 2 Soldier 2 Security Guard 3 UTIC soldier 2 Realien Male 2 Realien Female 3 Combat Realien Female 3 Combat Realien Male 2 Bunnie 2 AG-02-M 1 VX-10000 3 Virgil 1 Supply Fleet 3 Retreat 1 Article 4-13 (just incase you don't have Virgil, the mechs take care of the requirements) 3 Armistice Try it out, it's pretty good. First hand try and get Virgil, one human and realiens if you can. If not at least try and get two realiens your hand, a virgil is handy but you'll draw him sooner or later. A Shion would be great in an opening hand as well, a lvl 10 and lvl 1 Shion together is magic, no matter what your other cards are. w) Ayndin 3 Civilian Child 3 Civilian Female 3 Civilian Boy 2 Security Guard 1 Zohar Emulator 3 Ogre 2 Cerebus 3 Minotaur 3 Golem 2 Gargoyle 1 Unicorn 1 Sanctuary Ship 3 UMN Invasion 3 Revive DX 3 Song of the Mysterious Girl 2 Gnosis Phenomenon 2 Gnosify We've seen a lot of these decks, and now that I've actually tried using one, I think I know why; they have the same attraction of a big monster deck in <insert favorite CCG> while at the same time requiring a little thought to play. Anyway, a breakdown: The lots of people are obvious. I'm a little light on the ballistic humans because I don't like spending cost; the deck is weak enough at protecting itself in the early game that it doesn't really need help from me, and moreover, I've had way too many bad experiences with second-turn Lvl. 10 Shions to risk sacrificing a critical early human. Later in the game...why would I have one of those as opposed to a Golem or something on the field? As it stands, I'm thinking of chucking the soldiers for the last of the four civilian cards. My gnosis picks are slightly on the heavy side, which is a bit of a pain. Ideally I get a Golem or Ogre early on, which isn't too hard to get out. I avoid the mech requirement gnosis like the plague; there's no need to dilute the deck further with mech cards, unless I do something weird with Shion and KOS-MOS cards, and even then it's not a good idea. Gargoyle is a game-winner; I see no reason why a Gnosis deck should not have two (one is too few, never draw it, while three is too many). Minotaurs are amazing, though the two-human requirement is mean for a deck that goes through humans ridiculously fast, and has to choose between getting out attack and defense or throwing down more summoning fodder. It might be prudent to drop both those and Ogres down to 2 and put in some of the quick gnosis, like Kobolds or Goblins. The Unicorn is an oddity. Might be nice for an end-game blocker to stall up other slow decks, but it's annoying to get out. The Sanctuary Ship is really cool in theory, but I don't know how well it'll work. If you play it at the end of a long game, you're opening up your field to a round of attacks, and may even lose the Ship, which will probably end the game. Early on, you have nothing in the lost pile. Maybe it should be dropped for a small, quick critter, or something. The Zohar Emulator is candy, pure and simple; have it block for a turn or two while you get out Gnosis, and then eat it and let your critters go to town. Actually, with another of those, it becomes slightly feasible to use the mech gnosis, but I wouldn't go too heavy on them. Or maybe I should work on a deck made specifically for those... The situation and event cards should be obvious. The deck needs tweaking, but I'm starting to get the hang of how Gnosis plays, so I think I won't lose as horribly as I did the first time I played (Advice: keep the humans in standby! Your deck is tough, it'll make it). x) Ayndin II 3 Lv 1 Shion 2 Lv 1 KOS-MOS 3 Civilian Child 3 Civilian Female 3 Civilian Boy 2 Drone 3 Zohar Emulator 2 Gremlin 2 Lizardman 2 Hydra 2 Minotaur 2 Golem 2 Gargoyle 1 Unicorn 3 Revive DX 2 Song of the Mysterious Girl 1 Gnosis Phenomenon 2 Imaginary Space (the draw from your lost pile card) The deck seemed to work much smoother in the second game (vs. the Common Deck, which is nastier than one would think. They roughed up my poor Zohar Emulator...), but that's probably more due to a steady supply of humans, an early ZE (though I never wound up playing any of the mecha-Gnosis), and the tender loving care that only a Minotaur/Gargoyle team can visit on your foes. I have no real complaints with the balance of the Gnosis critters now; maybe ditching the Unicorn for another Golem or a Goblin would do, but the Unicorn has an actual purpose here (dead-hard front-line blocker, which this deck desperately needs), so I'll leave it as it. As for the human balance changes...the Lv 10 Shions were not missed. Taking them out for the extra Civvie and another Drone was, I think, a Good Thing. The jury is still out on the Drones, incidentally, but they fulfill the role of both mech and frontline shield, and they are fairly cheap, so they'll probably stay. I still wonder if I need any Shions at all, but they get out KOS-MOS, who is rather handy (and a mech!), and they're not bad themselves (great first-turn play, as they can actually survive an attack, and then your enemy can't play a Shion for the inevitable second-turn level up). Imaginary Space is utterly amazing, because it can stop you from decking yourself on your normal draw, and get all those cards you had to discard due to deck damage, which lets you ignore getting hurt for a while to build your invincible mutant army. I must point out that it's normal draw; Waste Money will most likely make you draw from your deck, so it's not total protection from that, but it will let you draw slower than your foe, which can be helpful, especially considering that your typical WM deck's Realians will die in a round or two to the Gargoyle aura of pain and/or Gremlin spread, which could allow you to sneak a poke in from a Minotaur or two. Perhaps I should put the WM deck against it to see how it goes. I'm not sure why I left the Gnosis Phenomenon card in; maybe a futile hope for it to actually work. If I don't get any proof of such within another game or so, it goes out for a third Song. Happy, happy Songs. y) Helbataro Mecosis 3x Lv. 1 Shion 2x Lv. 1 KOS-MOS 1x Lv. 10 Shion 2x Hammer 3x Civilian Child 2x Civilian Female 2x Civilian Boy 3x Combat Realian M 2x Combat Realian F 2x AG-02-M 2x VX-1000 2x Gremlin 3x Minotaur 3x Golem 2x Curry 3x Federation Cruiser 3x Charge Usally I try to get a starting hand with a nice mech and a good gnosis with a Realian and a Human a Shion would be nice. Since I want to get a Realian on my first hand the chances are low so im really considering taking out 1 Drone and 1 Civilian Child to put in 2 Combat Realian F. I really never had a problem with this deck so I posted it without the change but ill will try the change and I think it would work better cause usally i either have to many humans or to many drones. BTW im not to sure how the human sacrifice works cause nothing of mine ever dies that has a cost. Its text is.... Every time your battle card is destroyed in battle, the deck regains a number of cards equal to the cost of the battle card. This effect cannot be stacked. z) Mauler OoR swim suit shion 2 civ child 3 civ female 3 civ male 3 zohar emulator 3 ogre 3 cerberus 3 Minotaur 1 (will add more when i get them :( ) golem 3 gargoyle 2 unicorn 1 sanctuary ship 1 umn invasion 2 reive dx 3 song 3 gnosis phenom 2 gnosify 2 aa) Effer 3 Lv. 1 Shion 3 Lv. 1 KOS-MOS 3 Lv. 1 Jr. 1 Lv. 10 Shion 2 Civilian Male 3 Soldier 3 Security Guard 2 Combat Relian Male 2 VX 7000 (No cost if Jr. is on field) 3 VX 10000 (No cost if Shion is on field) 3 Minotaur 3 Golem (one card per turn rule does not apply) 3 Myuki's Email 3 Supply Fleet 3 Investigation of Planetary Disappearance bb) Angelalex242 "A hero lies in you." 3 Lv 1 Shion 3 Lv 1 Kos Mos 3 Lv 1 Chaos 3 Lv 1 Ziggy 3 Lv 1 Jr. 3 Lv 1 MOMO 3 Lv 10 Shion 3 Lv 10 Kos Mos 3 Lv 10 Chaos 3 Lv 10 Ziggy 3 Lv 10 Jr. 3 LV 10 MOMO 2 3rd Armament 2 Miyuki's Emails The downside: You'd damn well better have Lv 1 Shion in your beginning hand! For best effect, make sure you also have level 1 Ziggy or Jr. in your initial hand. But, most importantly...you BETTER have Shion. Of course, if it works properly, it will slaughter just about any deck you throw at it. When this deck gets going, I've yet to see it lose. Big risk, big reward... cc) Massada Feff 6x Standard realians (this is due to the speed you can drop em and you draw a card for each one during adjust) 2x 100 series realians 3x Combat realians for a plink 2-3x Virgil (he has a built in realian article 13 for 4 deck damage a pop) 2-3x Guinan (he will put your basic realians back in your hand, you can then play them AGAIN, and get more cards out) 2-3x Albedo (his special can finish most decks if virgil cant, just pass albedo out for virgil in between turns) 2-3x Repair Orders (obvious why this card is in the deck, every realian you loose draw a card) 6x Humans (this can be anything from Shion, to swimsuit shion and momo, the goal here is free cost to no more then 1 cost to play, you really just want to keep these on the sideboard till the deck combo comes out avoid putting in level 10 shions or anything that needs 2 or more humies to cast) 2x Article 13's (6 damage a pop for each realian in play) 2x Armistice (skips turns battle phase) 2x Bunny (obvious why hes in here, bunny of course downs all cards in play, basically... a built in armistice, plus he can block for more realian fun) 1-2x Damerung (repairs the deck that your burning through) 2x Zohar Emulator (its sole purpose in life is to sponge damage) 2-3x Healing or Direct damage (This is a toss up, really depends on what your comfortable with, i prefer healing, so I can keep albedo and virgil cycling back and forth, while the realians eat it, albedo just gets tougher) 36 cards at this point (again depending on what you want to do, theres several other cards you plop in, everything from deck recovery to some pistols or rifles, maybe even the spread missile pack considering that your realians are going to eat it anyways). dd) Dawnstar I haven't hit the ability to use pack 2 yet, but I built a mech deck that hasn't lost yet. It revolves around "knockdown." The 6 Supply cards keep you alive against Waste Money decks, and the Charge/Miltian Conflict prevents high power attacks. Tony will hold off a card in stand-by and the AG-02-M will down a large Power card like the Minotaur. Best starting hand includes Shion lvl 1 and a Drone. That will let you play Kos-Mos lvl 1 free. Drop down Hammer, and then all of the cards are playable. This is for early in the game. I will revise it when pack 2 and the promo cards are available. 3 Shion lvl 1 2 Shion lvl 10 3 Kos-Mos lvl 1 3 Hammer 3 U-tic Soldier 2 Tony 3 AG-02-M 3 Drone 3 VX-10000 3 Curry 3 Supply Ship 3 Supply Fleet 3 Charge 3 Miltian Conflict ee) Djuxtapose 3 Civ Child 2 Civ Female 2 Civ Male 3 Civ Boy 3 U-Tic Soldier 3 Realian Male 2 Goblin 3 Ogre 1 Cerberus 2 Fairy 3 Golem 1 Gargoyle 1 Unicorn 2 U.M.N Invasion 2 Investigation 2 Revive DX 1 Song 1 Gnosis Phenomenon 2 Territory Shift The Goal Here is to hopefully get a realian and a human at the same time, this'll allow you to get a golem out on turn 2. 2 realians gets an ogre out on turn two. Ideally, you'd get a realian (or two), a human, a golem and another human, then you can put out a golem and another human at the same time on turn two (golems ignore the one card at a time rule), which'll speed things up for your gnosises, and get the jump on the computers start to attack time. The Gargoyle, while a game winner, is kind of a rough pickup, I dunno, I might drop the song or the Cerberus for another Gargoyle, but I seem to get him often enough. The fairies are kinda lame, but useful if you desperately need to pick off Mr. Mizrahi from his hiding place behind MOMO (a lvl 10 MOMO is the only thing that seems to hinder my gnoses, but I still won that game!). ff) Ironman2131 I play with a pretty simple deck that I believe contains mostly cards from card pack #1. It's based on getting Shion out behind a blocker and then following it up with some cards that have 6 hp and attack for 3(ballistic). It hasn't lost for me yet, although I've had some close games lately after some weak draws. 3 Lv. 1 Shion 2 Lv. 1 KOS-MOS 2 Lv. 10 Shion 2 Lv. 10 Ziggy 3 Soldier 3 Security Guard 2 AG-02-M 2 Drone 2 VX-10000 3 Virgil 2 Cherenkov 3 Zohar Emulator 3 Minotuar 2 Miyuki's Email 2 Federation Cruiser 3 Investigation 1 Stim DX I'm pretty sure that I could take out a few of the humans and put in some good event cards, but I don't want to get stuck in the first few turns without cards to play. The best draw(at least in my opinion) has a Lv. 1 Shion and Zohar Emulator in it. Then I focus on getting out KOS-MOS, the VX-10000, a human to sacrifice for a Minotaur, or just going straight into a Lv. 10 Shion. Occasionally I'll get stuck with a bunch of humans, but that's okay because they're all ballistic and Virgil and Cherenkov have a decent attack power. gg) Lunarsword 1 Lv. 1 Shion 3 Civilian Child, Female, Male, Boy (12 total) 2 Soldier 2 Realian Male, Female (4 total) 2 Zohar Emulator 2 Kobold 1 Ogre 1 Cerberus 3 Minotaur 2 Golem 2 Gargoyle 1 Unicorn 2 Miyuki's E-Mail 1 Retreat 1 Surprise Attack 1 Confusion 2 Collective Unconsciousness the ideal starting hand always has 1 realian, a good gnosis to start with (golem is best), a minotaur or better yet a Gargoyle, and at least 3 humans and a Collective Unc. the startegy i use is to do what it takes to hit the opponets deck fast and hard, only destrying agressors when required or when it fits a good strategy. ive only lost to speedy decks with loads of mechs and downing has always been a problem. but this deck is great fun and pretty strong too. ive won 10 tournaments (not in a row) using only this deck. hh: Mauler OoR II Albedo deck 3 Albedo 3 civilian child 3 civilian females 2 soldiers 3 security guards 3 realian males 3 realian females 3 wilhelm 3 kirschwasser 3 retreat 3 war casuality 3 stim 2 stim dx 3 zohar Basic thing with this deck is to try to get out a few humans and realians so you can get some fodder for the junk pile, then use stim and zohar to up your peoples attacks. when you get albedo try to use retreat to clear out the opposite side of the field from albedo, then use war casualty to clear off your field, and have albedo alone, then he'll do some damage. its not a very good deck, but it is fun. ii) Mauler OoR III mech deck 3 lvl 1 shion 2 lvl 2 kosmos 2 lvl 10 shion 2 lvl 10 KOS-MOS 2 hammer 2 soldiers 2 security guards 1 AG-O4 2 AG-02-M 2 simeon 2 AG-01 2 AG-05 2 Drone 2 VX-10000 2 VX-4000 2 shield 2 Third Armament 2 supply ship 2 human sacrifice 2 Dammerung You want to get a Shion lvl 1 and if your lucky a kos-mos in your first turn just keep trying to play mechs and humans to take out there people and their deck. if you can get third armament out then their people dont have a chance. jj) Agent007 II 2 Lv1 Shion 1 Lv1 KOSMOS 3 Civilian Child 3 Civilian Female 3 Civilian Male 3 Realian Female 1 AG-02-M 1 VX-10000 2 Zohar Emulator 2 Kobold 2 Goblin 2 Ogre 1 Gremlin 3 Minotaur 3 Golem 2 Gargoyle 1 Unicorn 3 Revive DX 2 Confusion This is my best deck as I won all the swinsuit cards with it. Since this is a Gnosis deck, your initial hand is extremely important. Make sure to have at least 2 humans and a low requirement Gnosis like Golem. Kobolds make great quick shields. You can put down a Zohar Emulator and gobble up the human on the same turn. Thus you can protect your Gargoyle until you can get your zohar in there. When playing the Lv1 Shion, make sure to play her free mech cards before you gobble her up if they are in your hand. Destroying your opponent's cards take priority over damaging your opponents deck. When you destroy their cards: 1. That's less cards hurting your cards/deck every turn 2. Computer usually pulls his remaining cards back into standby leaving his deck wide open for attack. 3. While his deck is undefended, you can put down more Gnosis cards to do more damage to his deck. Also if the computer places a Lv1 Shion on the battlefield, destroy it immediately. The card's 1 attack can't do much but it lets you play 3 other rather strong cards at no cost. Watch out for the Drone. Unequipped its nothing but a meatshield. Give it a saber and it will cut down any gnosis in the frontline in one turn. It really sucks when a Minotaur at full health dies before it even gets a second shot. kk) Inteltn24 IV 3 lv1 Shion S,1 2 lv1 KOS-MOS S,1 2 lv 1 Chaos S,1 place him in front row 2 lv 1 Jr. S,1 back row for this guy 2 lv 10 Shion 1 1 Tony 1 don't get him out to standby unless the opposite player has a strong card in his standby area, very nice trump card 5 Civilian Type S,1 2 AG-02-M 1 down effect is great 2 Drone S,1 did someone say meatshield? 2 VX-10000 1 2 Minotaur 1 3 Golem 1 one card per turn does not apply to this card 2 Curry S,1 2 Biosphere S,1 1 Supply Ship S,1 1 Supply Fleet S,1 3 Federation Cruiser S,1 2 Revive DX 1 1 Human Sacrifice 1 Subtitute cards: Soldier, Security Guard, AG-01, Rifle, lv 1 Ziggy This is not a very strong deck but you can create it as soon as you have the card passport. With the exception of KOS-MOS and VX-10000, most of these cards have relatively low cost to play This deck can start with 2 ways: 1. Start with Shion and pump out her mech and KOS-MOS 2. Start with at least 3 human then bring out Golem, don't be afraid to sacrifice lv1 shion to bring these Gnosis out. They worth the cost Avoid a starter draw with more than 2 event/situation cards ll) Death Kitty Lvl. 1 Shion x3 Lvl. 1 KOS-MOS x3 Lvl. 10 Shion x3 Hammer x3 VX-1000 x3 APRealian Male x3 APRealian Female x3 Combat Realian Male x3 Combat Realian Female x3 Zohar x3 Investigation x3 Federation Cruiser x3 Bio Sphere x3 ... and then one last card, whatever you wish to put in... I modified the deck a little by taking out 1 of the KOS-MOS and VX-10000's and adding 3 Miyuki's e-mails, but to each his own. If the deck works, you should win by the 5th or 6th turn... Ideally, you want to have a Shion to play on the first turn, but if you have a good amount of card drawing (i.e. AP Realians plus one or two Investigations) you might be okay without a Shion in your initial hand. mm) Budha 3 Lvl 1 Shion 1 Lvl 10 Shion 3 Virgil 3 Soldier 3 UTIC-Soldier 3 Realian Male 3 Realian Female 3 Combat Realian Male 3 Combat Realian Female 3 Bunnie 3 Mary & Shelly 3 Investigation 3 Supply Fleet (I think thats its name shuffle = to battlefield into deck) 3 Waste Money just drop the bunnie the turn before virgil pops three realians...with the early game humans/balitic R's dmg added to the Waste Money they are dead on turn 4 95% of the time nn) Ebisumaru 2 Lv. 1 Shion 2 Lv. 1 KOS-MOS 1 Lv. 1 Jr. 1 Lv. 1 chaos 1 Lv. 10 Shion 1 Lv. 10 KOS-MOS 1 Lv. 10 Jr. 1 Lv. 10 chaos 2 Hammer 1 Soldier 2 U-TIC Soldier 2 Combat Realian M 1 Combat Realian F 1 Proto Dora 1 Drone 2 VX-10000 1 Sheild 1 Battle Suit 1 Rocket 1 Third Armament 2 Minotaur 1 Miyuki's E-Mail 2 Curry 2 Bio Sphere 1 Retreat 2 Stim DX 1 Invoke 2 Stim 1 Human Sacrifice 1 Collective oo) GBA Max out on all normal(non-hero) realiens, then add in 7-8 civilians. Put 3 Virgils, Bunnies(very useful) and Articles. Add in 3 Search of the Planetary Diss., 1-2 Mary-Shelly, and 1-2 each Zohar Emulators and Drones(For shields). Take out a 2-3 realiens(but keep the all-purpose ones) from the deck if you're over the limit, BTW. As for the strategy: The key to this is in your opening hand. Make sure that you have at least 1 civ, 2-3 realiens, and maybe a Mary-Shelly or Planetary Diss for drawing. Now, place your civ, along with 2 realiens(maybe 3 if you want, but you might flood the field, so stick with 2 to be safe), along the order of all-purpose>ballistic>normal realiens\. Now, on your opponents block phase, (if you have any) use your Mary-Shelly first, followed by P Dissappearance. When picking, the priority goes: Virgil>Bunny>Article>Zohar/Drone. Now, if your opponent layed out a 1 damage card(like Shion), then move out your ballistic realiens. Otherwise, put your civ on front, and a realien behind to clear the standby area. Assuming you have the Virgil in hand, play him out, along with realiens(but make sure your total battle card count is at most 6). Next turn, move out your Virgil(front, if possible) and three(preferrably ballistic or strong hand) to the battlefield. Since this is the third turn, the opponent can only destroy maybe 1(or if he's lucky, 2) realiens, before they explode. Now, keep repeating this method, eventually using the Zohar/Drones as shields, to whack away at his deck. NOTE: Once it gets really hard not to let your realiens die, you can do one of these plays(but you need a bunny, which you most likely will have now): a)You have the Article(and requirements) -Move all your realiens to the battlefield. Play your Article, then lay your Bunny to down everything. This is a game-winning play, assuming you have enough realiens. b)You don't have the Article, but you have Virgil -Do the same thing, except put Virgil among the realiens. Weaker damage, but it gets the job done. pp) Kotetsu 3 Lv 1 MOMO 3 Lv10 MOMO 3 Hammer 6 Civilians (Child/Female/Male/Boy, doesn't matter) 2 Soldier 3 Rocket 2 Kirchwasser 3 Joachim Mizrahi 3 Miyuki's Email 3 Supply Fleet 3 Mary & Shelly 3 Investigation 3 Dammerung Your beginning hand must have at least 1 human (Hammer, Civilian, or Soldier) and Joachim Mizrahi. The goal here is to get a Lv 10 MOMO and Joachim Mizrahi (hopefully with a rocket) as soon as possible. Kirshwassers and Dammerung's are bonuses. Investigations and Mary & Shellys are used to get the cards you need more quickly. Supply Fleets are obvious, this is a high cost deck. Always keep Joachim behind MOMO and never have Joachim on the battle field unless MOMO is there. Spread attacks and retreat cards are your worst enemy. If you're able to get out the good cards fast, you should tear right through the enemy. Hitting their deck is more important than hitting their battle cards. Once you have MOMO and Joachim on the battle field, put humans on the other side as shields. Dammerungs are a HUGE help, especially against waste money decks. If you can get 3 Dammerungs down, you've basically won. V. Thanks go to: everyone who posted in the Official card strategies/help thread MonolithSoft for developing such a great game with an addictive card game Namco for Publishing this great game All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.