On top of that, a lack of cards is an even bigger problem for our B&B deck here, so we'll go all-out on card draw. It forces the opponent to make some unfortunate decisions, and protects cards you don't want to lose. Ward is an underrated, and overstatted keyword in the current meta, but you still might want to have some access to it, so we'll have it included as well. Faster decks do not really care about refilling their hand, while the slower your deck and the more you want to go into a late game, the more card draw you'll want. On average one or two sources of card draw would be enough, and depending on your deck, you might want to add or remove some of it. Running out of steam is dangerous, and some decks suffer from it more than others.
Between Happy Pig, Valkyrie of Order and Paradise Vanguard, we should have some semblance of an early game set up.
They give safety, protection, can fill the curve later on, and tend to be valuable for their cost. On average, for a consistent but not overbearing early game, you'll want at least nine, around twelve, up to fifteen 2-cost cards. Cards to fight for the board, try to control the tempo, and not lose immediately. What is necessary for a Neutral-based deck? Neutral cards of course! Let's put some in, shall we?įirst, we need an early game. Those are cards that are absolutely necessary, which give form to the deck and can not be replaced with just about anything. Step 2: The foundation After we get the win-con decided, it's time to set up the ground level for our deck. The bigger question, which will come up a bit later, but should be answered immediately, is if we want to have a deck that's powerful early on, or a deck with a strong lategame. What's next? Picking the win-con, of course! The options we've got here are things like very few - in particular, it's Beauty and the Beast which will be our win-condition. Now, we've got the class and archetype decided. One of my favourite decks to tinker about with, Neutral Forest. What will we be doing, I hear you asking, dear of student of mine? Well, to answer your question. Some class/archetypes have no clear wincon (aggro decks win by overwhelming force, they don't have one big card to point to and call it particularly important, for example), but ours will, for the sake of making a deck.
SHADOW ERA DECK BUILDING TIPS HOW TO
Step 1: The win-condition We're starting off with the last turn of the game, how fun! First of all, you have to decide on what class you'll be using and what archetype you'll be playing, and then, how to win the match. So with that out of the way, let's begin. I'll also be using one of my all-time favourite archetypes. In my honest opinion, you are better off not using a tier 1 deck anyway, but rather, something that makes for a fun experience and teaches the basics of how to pilot a deck. It will not teach you how to make a tier 1 deck in your mum's basement, and I will not be using a tier 1 deck for this tutorial either, so don't come later crying about how it's not carrying you to Master rank.
It will teach you how to get started, what to form a deck skeleton with, how to decide on extensions, what are flex slots and tech cards. Just to preface, this is a tutorial to basic deckbuilding. Well, without further ado: the simple guide to deckbuilding! What do you mean, a NEET doesn't do exams? I- well, yeah, I guess you are right. Wait, why are you looking at me like that? So you want to build a deck, eh? And you say you have never played a card game before, so you have no idea how to even get started? There are no good guides available for a zero to begin with? Well, I guess you are in trouble, there is no good solution.