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Xhemcil

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    Path of Radiance

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  1. Instead of going directly in on your deckbuild, I’ll just give my general thoughts on a Ophelia deck. Ophelia is a 50 atk dark mage with 2 effects, first and most inportant she gets +20 when supported by a tome unit, second she double orbs when she is supported by her father Odin who is ofc a tome unit. Ophelia is also best girl but thats not up for discussion obviously. This means that your deck should be focused around tome units. 50 base + 20 support + 20 from her effect means she almost always should hit 90. Being consistent 90 from turn 2 is pretty good, it certainly gives you an avantage early on. How well this deck performs depends also on your opponents deck, if your opponent runs a lot of fliers and his lord hits 100 often it’s gonna be a tough matchup. If you do face a matchup like this your gonna need to rely on Leo5’s effect and on critical hits. Recently decks seem to play a bit less fliers then when set 2 was around so thats good news for Ophelia. Another important factor does your opponent promote early or late? If he promotes late you have a easier game because he won’t be able to deal with your 90 lord for a while. Ophelia is a black card, so you’re gonna need to run enough black cards, Lucky for us black has plenty decent tome wielders. Odin1&4 Leo1&4&5 Shade1 elise3&4 This isn’t enough to make a full deck that’s why the deck should always be mixed with another color. There is plenty of choice because every color has good tome units. Here are some surgestions on cards to run. Red - Linde1&3, Lena3 and Merric4. (There is also Maria3 but her effect is a bit bond heavy.) Blue – Miriel1, Henry1&3 and Tharja1&4. White – Shara1&3, Tsukoyomi3 and Xander4 Green – Soren1&4, Illiyana3 and Shade3 The colors give different avantages so that’s up to personal preferences, you can also try making it a 3 color deck. It will be a bit less consistent but you might prefer having more options. The weakness of this deck should be clear, with only a ‘’average’’ 20 support your units you might end up losing more battles then you would like. Should you run fliers? Fliers make your others units stronger but Ophelia weaker. Now let’s look at some nummers, being 80 instead of 90 means you will probably not win against the enemy lord unless his support fails. 20&30 supports with a 70 lord is the most common after all. On the flip side being 80 or 90 doesn’t make much of a difference when attacked by the enemy lord because he will most likely hit at least 90. Conclusion: playing fliers in the deck makes you Ophelia’s attacks fail more often but the defense stays pretty much the same, your other units get a boost in both offense and defense. So you might wanna run some fliers and maybe you have some good cards that aren’t tome users, how many should you run? I’m not a mathmagician but here are some easy nummers. These are calculated asuming you have a promoted Ophelia on the field and still 48 cards in the deck(Meaning 6 Ophelia’s are still in the deck). This means that the chance to hit 90 increases when you have Ophelia’s or non tome units in your hand/bonds/retreat. In a deck with 50 tome units (playing 8 Ophelia’s) your chance to hit 90 is 87,5 procent. In a deck with 48 tome units (playing 8 Ophelia’s) your chance to hit 90 is about 83 procent. In a deck with 44 tome units (playing 8 Ophelia’s) your chance to hit 90 is 75 procent. I would say don’t go below that 75%, you want to be able to trust on being 90. It’s also a bit of a mind game if your opponent sees your lord hits 90 consistent he will probably not atk your lord with units that can’t hit 90 unless he is desperate. That is exactly what we want because then it won’t matter if you fail to hit 90 if your opponent was gonna hit you either way. Some techs I can recommend: Black – Flora4: This deck is quite predicable for your opponent a /unpredicable/ card as flora can win you games if your opponent doesn’t expect it. Blue – Nowi3: It’s nowi I’m not gonna explain this card. Green – Elincia4: A great card to boost your whole field and she’s a flier too. Red/white – I got nothing here. To finish this up, Ophelia is a fun deck and it’s pretty good at what it does. The avantages are: -Early promotion to a consistent 90 -Chance to double orb helps pressure. (but don’t count on it) -Almost all your units have range 1-2 -Lots of dark mages to screw with your opponents hand -Best girl Cons: -Has trouble dealing with units that hit 100 often -Predictable -Little space for techs
  2. @Nanaka I do like the idea behind a mixed Ryoma deck because cards such as Ryoma4 nohr and CorrinM4 nohr are great. Personally I would add Flora(even if it does cost 2 bonds) because she can protect your lord early game. (When I first read her effect I was hyped until I realised it was not a Hoshido card) 4x Sakura1 might be overkill in a deck that already flips bonds for Ryoma5 and Azura4 basically ever turn. CorrinM1 might be usefull because Ryoma can summon him and then you can play CorrinM4 for the promotion cost and get a draw. This also works with Azura4 being able to stack the double orb attack emblem, you could also consider adding more archers and adding dark mages to trigger their emblems, this is Azura4's strongest gimmick if you ask me. @Ignis Like Vince said it looks pretty standard meaning it's solid as well. We already talked about Kanna1. I guess running Ryoma5 Hinoka4 and Sakura4 might eat your bonds rather quickly? I see you are running CorrinM4 hoshido, it conflicts with Hinoka4 but it's still a solid choice. Maybe you could try running CorrinM1 for double orb aggresion and being able to play CorrinM4 for the promotion cost. @Vince Prepare yourself! A big Ophelia post coming soon.
  3. Ah right good point, I have had that problem before with Ninja Emblem before. I should test it out to see what I like best. Thanks for the explanation, I get why you wouldn't like adding slow units to a already slow deck, personally I feel like she is worth playing. Thats what makes a card game fun everyone can play how they like it. Still thanks for the surgestions I really appreciate them. :)
  4. The most obvious and best target is obviously Setsuna1, but other cards such a Mozu1 or just a flier like Emma1 or Shigure1 work pretty well at times too. (Grey1 would be a good target as well) Hinoka4 can be promoted for the cost of 2 bonds with her effect so she can hit the field early on, Hinoka2 can also hit the field early on. If they cannot push a unit enough to deal with a lord they can help getting over other your opponents other units. Sorry for the double post, I already posted my previous post before I noticed your question.
  5. Ah it is good to be famous ahum xD Thanks for the quick response both, Grey1 is certainly a decent option being able to hit backline and hide behind Ryoma is pretty nice. Kagerou is a a nice option too, but in that case it might be better to just max saizou1. How could you not like Kanna in a Ryoma deck tho? Being able to revive a 60 atk unit already pretty good, but hitting that dragon emblem to get ryoma 5 out as early as possible just feels so good.
  6. This is my first post on this forum, I hope I added the picture right. Posting my Ryoma deck, the main focus are Ryoma and Hinoka because their effects work pretty well together. The deck plays a lot of fliers and archers because most of my lv 1 units can hit 60 base meaning a flier/archer support makes them 90/100 which should be enough to take on a enemy lord. The fliers also help Ryoma1 staying alive until he promotes, Ryoma1's effect to get +10 from Hinoka, Takumi and Sakura support is also pretty often triggerd helping him stay alive. Some explanation on some of my tech cards: Azura2: Ryoma5 can revive her at the start of your turn(before you draw) triggering her effect. this allows you to pick your draw and know you first support of that turn. Elise1: not sure about this one. I like that she can attack as soon as she hits the field and that hinoka can power her up, destroying your own orb in a deck that promotes late is risky however. Sakura1: standard healer, not really where you should invest your bonds in, but she can be needed to grab your lord promotion. Miracle emblem never hurts in a deck where your lord is 90 and you opponent might need to crit. Mozu1: Her defense emblem is great for ryoma5 getting a free unit helps keeping his effect up. She can also be boosted by Hinoka. I don't play her lv 3 card because I don't face high atk lords in my ''meta''. Card I have been considering: Kaze1: I like his effect but I feel it is to easy for the opponent to play around it. Hisame2: Addding extra bonds and being a target for Ryoma5 is great but his 10 support is meh, also you don't really need his effect after you promote. Ryoma4(Nohr version): Okay hear me out here. I'm not actually planning on ever playing this card to the field however it IS another crit/dodge for Ryoma with a whopping 30 support value. I think the rest of the deck is pretty straightforward, any surgestions are welcome, thank you ^^
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