Ree Shil had pondered over this round’s 3 1 card deck quite a bit.
First and foremost, the thrilling card would be the "Ghostfire-Youth."
"Ghostfire-Youth"
Chasing the wind, 60 points, A
Attack 30, 100/100, 0/3
"Expensive Vehicle-Passive": Ghostfire-Youth’s score is doubled
"Short Circuit System-Passive": Ghostfire-Youth exits the ga in the current round when the card is revealed
"Shattered Traction-Passive": When Ghostfire-Youth exits the ga, it allows one of your Determination Summoning cards to be instantly summoned without any cost
"Self Overload-Passive": When Ghostfire-Youth exits the ga, it inflicts ’True Damage’ equal to its own score on two card reveal targets, which cannot be "defended" against
In the first round of the ga, it directly deals 30 60 60=150 points of damage.
This is indeed the epito of an explosive start.
It can even pull your teammate’s summoning cards, which is incredibly powerful.
But by this stage of the competition, "Seal" cards have beco standard issue, and everyone has them.
In a 3 1 card ga with very low margin for error, most players would likely prepare one by then.
When "Ghostfire-Youth" encounters a "Seal," the outco can be summarized in one word: ga over.
Then there’s "Spirit Master," with strong Health and Attack Power, plus the effect of "Coating."
But in a 3 1 card ga, it has two problems.
The first is the score issue.
With a 120 points upper limit in a 3 1, this guy can take up 100 points by itself.
The second is the DPS issue.
An Attack Power of 100 points, it’s easy to cause damage overflow.
Of course, theoretically, it’s still very strong.
With 100 Attack Power, three hits can take out all the opponent’s Outer Cards.
Assuming the opponent only has average cards and ignoring entries and skills, then over three rounds, they could only deal 90 60 30=180 points of damage to "Spirit Master."
for 180, definitely a great deal.
But that’s just theoretical, just an assumption.
In this type of card ga, the opponent would naturally carry control cards, "Spirit Master" has only "Coating," not "Dominating Body," nor does it have a T2 attack to hedge against control.
If it’s controlled, it’s practically no good.
So, what about the second-best choice, the "Spirit Lord" with 50 points and 50 attack?
Still not easy to deal with.
Because it’s a 3-block giant card, and the slots in 3 1 are incredibly precious.
As for his signature "Kung Fu Sheep God," that’s also tricky.
If the Sheep God is to act as the first row card, it’s extrely unsuitable.
Although it warms up very quickly, in the end, it’s a breaking force card that requires a warm-up period.
One to two rounds of warming up is needed to deal "Dizziness" or "Invincibility."
Forget about two rounds, just a single round without damage reduction could be enough for it to be taken down by the opponent’s three-card focus fire.
Moreover, because of pernicious effects like "Exit" having run rampant for several rounds, "Coating" cards are almost becoming a standard issue in the competition, with at least one in everyone’s possession.
As for what use the "Kung Fu Sheep God" would have in this type of card ga as a first row card, Reed Shil believed the only purpose would be its tactical value.
His Sheep God could be on "Defense" all the ti, but the opponent wouldn’t dare not to focus fire on it first.
Because if the Sheep God gets even one Energy Point, it could launch a very threatening "Dizziness."
"Dizziness" not only breaks defense but also prevents the opponent from attacking, and if it can be dealt, there might even be a chance to deal "Invincibility."
If "Invincibility" were dealt, naturally, "Exit" could be dealt as well.
After this combo, the opponent is undoubtedly dood.
Furthermore, they are not too familiar with the Sheep God’s chanism, so they are even more reluctant to give such an opportunity.
To use 20 points to play an infinitely taunting card is not a loss, actually.
But this was still not what Ree Shil wanted.
Combining his team’s practice experience, he decided to reconfigure his card deck.
And for the first ti in a while, give the cards a good rub.
With half a day left before the Finals start, he went offline and locked himself in his room.
"I have over 4000 points on hand, spending a bit shouldn’t be a problem," he thought.
Seated comfortably on the sofa, Ree Shil opened the panel.
When it cos to the best and most convenient Material Cards, naturally it’s the Administrator Points Store.
Currently, I already have a concept for a 3 1 card deck, just a few puzzle pieces from completion.
"Let’s check out so sword-type materials first."
He typed in the search criteria, and a list of results popped up.
Actually, aside from S-level items, nothing in the Administrator Points Store is considered expensive.
Normal A-class Material Cards are priced between about 100 to 300 points.
This is roughly the price of a Divine Deity’s head or a spot from the Left Heart Sect and Right Heart Sect.
As long as it’s an Administrator performing normal missions, they can usually afford this.
Because the filter was simple: A-level sword-type Material Cards.
There were many options available today.
In total, there were over 300 suitable Material Cards.
"’Sunflower Sword Manual,’ let’s skip that one," he said as he filtered out several materials with unreliable-sounding nas.
But soon, one Material Card caught his attention.
"Laser Sword": Has a chance to grant the card the "Charm" effect
("Charm": Takes control of the target, effective from the next turn)
"Oh?"
The "Charm" effect is rarely seen in action.
Ree Shil recalled encountering it only a few tis.
The Boss card of "chanical Sin Dragon" had a "Charm" entry on it.
Then there was that one in the Buffer Zone, the Scene Card of the Halo God.
Such a rare entry in reality, naturally made him quite excited.
Checking the price, at 1000 points, it was one of the few in the A-level material card category.
At ten tis the cost of ordinary A-level material cards, it’s no wonder it hasn’t been exchanged for up until now.
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