***UNDER CONSTRUCTION***

Shards set review – Set 01 (Beta)

Submitted by: CoachFliperon
Format: Competitive PVP

Card evaluation

Evaluating cards for a deckbuilder is very different than for your usual card game. Most of the cards are fairly situationnal and on top of it, this game uses champions that significantly alter the value of certain cards. As such we will be using a cathegory system instead of a scale to qualify the cards. You will also find below a few relevant definitions that will be used to situate the cards and their function related to the progress of the game.

Please note that this review was made on a 3 player game basis. Refer to “format adjustments” section for cards with different ratings in other formats

Cathegories and definitions

Cathegories
  • Staples: Cards that will be good in any decks
  • Build Around: Cards that usually are underpowered by themselves but that can become very powerful/rewarding by focusing deckbuilding around their synergies
  • Situational: Cards that will greatly change in value depending on when you purchase them or with which champion you play that don’t have the scaling power of the Build Around cards
  • Bad: Cards that will generally make your deck worse. You do not want to add them to your deck unless you have specific synergies to get more value out of them
Definitions
  • Early game: Before the first Boss gets defeated
  • Mid game: While Bosses are getting defeated but the pace of the game is still relatively slow. (when the pace of the game starts increasing rapidly, you just entered the late game stage).
  • Late game: Usually after half of the bosses have been defeated. At that point players consistently get 8+ Power per turn and bosses start getting defeated every other turns (the pace of the game greatly accelerates).

Beta Set Review

Common Cards



 

Category: Bad
Total available: 20
 
Review Notes: These cards make your deck worse. Even if you have synergies with them, you should avoid/remove them from your deck as much as you can.
 
Context adjustment(s): Grim Throne essentially make every Bane be worth 1 Victory point. If you have it, remove Dinglers over Banes given the option. Otherwise you likely still want to remove Banes as much as you can.
 
Champion adjustment(s): none


 

Category: Situational
Total available: 20
 
Review Notes: You will generally have to get a few early game but overall, you want to minimize how many you have to get. As soon as you enter mid to late game, they usually make your deck worse.
 
Context adjustment(s): None
 
Champion adjustment(s): None


 

Total available: 20
 
Category: Situational
 
Review Notes: You will generally have to get a few early game but overall, you want to minimize how many you have to get. As soon as you enter mid to late game, they usually make your deck worse.
 
Context adjustment: none

Starter Cards



 

Number in starting deck: 3
 
Category: Bad
 
Review Notes: Your deck starts with 7 Shards and 3 Dinglers. Dinglers do not give Power or Victory Points. You should actively try to remove them from your deck as fast as possible.
 
Context adjustment: “During our observations of the Dingler tribe, we observed no mating rituals. For this, we were exceptionally grateful.” – from the journal of Lord Bernard P. Dunthorpe


 

Number in starting deck: 7
 
Category: Bad
 
Review Notes: Your deck starts with 7 Shards and 3 Dinglers. Shards do not give Victory Points. They also give you only 1 Power without any additional advantage. You should actively try to remove them from your deck as fast as possible.
 
Context adjustment: None

Main Deck: Actions



 

Number in main deck: 2
 
Category: Situational
 
Review Notes: You should avoid getting this card early game as it will be a dead draw for a while. Coming into the mid to late game, if you have multiple Villains, it will be a very powerful upgrade to your deck.
 
Context adjustment: None


 

Category: Situational
Number in main deck: 2
 
Review Notes: You should avoid getting this card early game as it will be a dead draw for a while. Coming into the mid to late game, if you have multiple Villains, it will be a very powerful upgrade to your deck.
 
Context adjustment(s): None
 
Champion adjustment(s): None


 

Number in main deck: 2
 
Category: Situationnal
 
Review Notes: Better to get early game, but will generally be worse than just purchasing a Valor.
 
Context adjustment: Monika’Shin – This card is an easy way to trigger its power early to mid game.


 

Number in main deck: 2
 
Category: Staple
 
Review Notes: One of the best defense card, will always improve your deck.
 
Context adjustment: None


 

Number in main deck: 2
 
Category: Stiuational
 
Review Notes: The card draw aspect makes it a very low opportunity cost for your deck. However, attacks carry the inherent disadvantage of enabling defensive cards that would be worse otherwise. Good early but gets worse as the game progress.
 
Context adjustment: Zorzym of Korru – For him, any attacks also reads “draw 2 cards instead” which puts them above most other cards.


 

Number in main deck: 2
 
Category: ….
 
Review Notes: …
 
Context adjustment: …