Description
Welcome to CJ’s Special. Save on Shipping when you purchase all 4 Archetype Decks in this combo package. Pay the Flat Rate of $10.40 for ALL four Archetype Decks when purchased in this combo special. You will receive:
The ELEMENTAL MASTER = 50 cards in deck + 5 outlier cards
The GUNSLINGER DECK = 50 cards in deck + 4 outlier cards
The SPEEDSTER deck = 50 cards in deck + 1 outlier card
The POWERHOUSE deck = 50 cards in deck + 3 outlier cards
The ELEMENTAL MASTER is a great deck for beginners. The cards are simple enough and you already have a base understanding of how fire, water, electricity and the like work.
The damage output is low to mid but most attacks have effects as well (electricity has stun, fire has pain etc…). Defense is mid as you can block damage with earth, fly out of the way with air, deduct from incoming damage with water and deter melee attacks with fire. you can even use earth to heal!
The special ability is very good as well. Making allies to help you fight gives you a huge advantage. The difficulty will be in having enough of the same element type cards in your hand to create them in the first place and then you have to be willing to sacrifice them.
When deckbuilding, a good strategy is to limit the number of differing elements in your deck. This will make it easier to use your special ability.
Overall, the ELEMENTAL MASTER receives a rating of very good.
The GUNSLINGER is a somewhat specialized deck that is good for beginners.
People are familiar with the concept of guns and bullets so it’s easy to understand the cards.
The damage output is low to high. Some guns do no damage but have a nice variety of effects and some guns do pretty good damage. Add to that, the ability to stack damage with the Double Tap card or interrupt a foes action and shoot them with the Shoot First, Ask Questions Later card and the damage output can start to climb. The defense of this deck however, is low. Defenses are far and few between and although they are great when they work, some are somewhat unreliable (I’m lookin’ at you Damage Avoidance).
The Stay Strapped special ability is not great but it is handy, especially at the beginning of the game.
When deck building, just make sure you have a ton of guns in your deck and try to keep the deck size small (it’s hard, I know, but try).
Overall, this deck has great offensive capabilities from damage and crippling effects. The low defense is there to balance out the steady damage output this deck can have so, this deck receives a rating of good.
The SPEEDSTER is an intermediate deck for people who understand words like inertia and momentum. It’s not super complicated but it does require a degree of understanding higher than beginner. The Rapid Draw special ability, while handy, can be burdensome if not managed properly.
Damage output is low to mid but the SPEEDSTER has multiple ways to combo attacks so, it can be higher. Defense is very solid from leaving the entire area to avoid danger to building walls to stop damage.
When deckbuilding, try to distill the deck down to the cards you want. The SPEEDSTER has a lot of fun fluff that you might be better off without.
This deck is on the edge of two ratings. Decent attacks, solid defense, combo’s and other tricks, make this deck A-1. But you could end up with a bunch of fluff in your hand (Dismantle or Snatch when there are no item cards in play) and you can be really hampered by the special ability discarding cards to raise the cap on your hand, so this deck receives a rating of good. HOWEVER, if you can manage the special ability properly, this deck can be very good.
The POWERHOUSE is a good deck for beginners. It deals with simple concepts like grabbing and slamming, punching and throwing heavy things so it is easy to understand.
The damage output is mid to high. When he hits you, he hurts you, there’s no question about that.
The defense on the other hand, is low. Defense cards are far and few between and no cards avoid damage altogether, they just stop a certain amount of it (sometimes only 1 point).
The Critical Effect special ability puts a nice accent on those powerful hits and can potentially be used every time you hit someone, which is nice.
When deck-building, you may want to go for all grappling cards or all striking or all projectile cards or maybe a mix of two.
Overall this deck has a high damage output like no other. Has a variety of different kinds of attacks and always has the chance for extra effects thanks to the special ability. The rating would be very good if not for the low defense. This deck receives a rating of good.
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