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TopicGacha and Hero Collection Game General Topic 7: ''Where is your goddess now?''
legendarylemur
03/29/20 5:12:47 PM
#343:


So for Vanguard, the tip is to reroll til you get at least 1 RRR of every one of the crucial cards in a single clan. You have to go with the clan you pull the best for, as you can't mix-match clans effectively. You lose out on nearly every mechanic in the game, and you don't gain any relevant advantage off of it. Cray Elementals are sorta the jokers that bypass this restriction and can be in every deck, but they have 0 effect and are basically placeholders. The only exception I can think of isn't in this game yet is Majesty Lord Blaster, who gets various advantages off of putting Blaster Dark, a Shadow Paladin, in a Royal Paladin deck.

The reason you get 1 RRR of almost every good RRR in a deck is that you can grind multiple copies of any card as long as you own a single card, as far as I can tell. You also want to get a perfect guard (they call it sentinel) which are all RR.

If you get a good deck, another advantage is that now you can grind any opponent you want. If you don't have a single good deck then you won't beat the higher difficulties

Trigger-wise, I recommend experimenting with a bunch of builds. I think in this game, draw triggers are considered the best because rank 2s are pretty fuckin powerful in this game, as rank 2s all have a passive called intercept, and more draws mean more rank 2 to protect your vanguard. You have to attack an intercept first before you can attack the vanguard (in the actual game, they just contributed to the guard, which this game doesn't have). Meaning opponents have to waste a bunch of attacks, which makes guys like Blaster Blade so powerful because he gets rid of an intercept for free.

Honestly? I didn't expect to like this new format this much. It's very refreshing, though it doesn't have the level of opponent interaction as the main game

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