There are 216 different ways to configure a Deck in MUC:AE Each of them have their strengths and weaknesses Each of them have different pairings with Auras
Here we will discuss how a deck is created, why each configuration has different strengths and weaknesses and why each Aura requires a different deck.
Each deck is made up using the "Card Machine" illustrated to the right. First, you choose where you want your Rock, Paper and Scissors to go.
-The top slot will have just one choice, and it will always be assigned a 4 for it's value.
-The second slot will have 2 choices, and you are able to assign any value [0 - 3] on both choices, so long as when you add the values together they equal 4.
(For example, if the values you chose are a 3 and a 1, that would work because when you add them together it equals 4.)
-The third slot will have 3 choices, and you are able to assign any value [0 - 3] on both choices, so long as when you add the values together they equal 4.
Then the deck will be complete.
Strengths And WeaknessesEdit
Lets talk about Rock, Paper, Scissors (From now on, I will use the acronym RPS) alignment. What this means is which RPS you have 1 of, 2 of and 3 of. This determines what RPS is a 4, which RPS cannot be a 0 and how the other numbers are lined up.
Some alignments tend to use different strategies when matched up with other alignments There are 6 alignments: RPS RSP PSR PRS SRP SPR
RPS and PRS, for example. The PRS player is going to have a hard time using their 4 card, which is a Paper. Why is that? Because of all possible choices the RPS player can make, EVERYTHING beats Paper4 except their own 4 Card, which is a Rock.
This causes both players to have to play differently depending on the match up.
1, 2, 3 and their subtle differences:
At first glance, you would figure that 3 is the obvious choice for what number is the best out of the 3, but remember the rule about blocking. The lower number will win and gain the opponents value on their card (which will always be higher since the LOWER number had to win).
So while 1 gains the least amount of points in an attack, it also wins when blocking a 2 and a 3. 3 gains the most amount of points, but loses all blocks except itself and 4. 2 is the middle ground with the best of both worlds.
Knowing which alignment your opponent is using can help you determine if you should be blocking or attacking, that is using a low number or a high number.
Placement of 0 and 4:
You can either put them together on one card, or split them apart. Both of these choices have two interesting things to note. The first is how often you have the strongest card available, 4 being the strongest attack and 0 being the strongest block. If you put them on the same card, once you use it, the danger is gone and your opponent is free to act a little aggressively. If you split them up though, you can always use the second strong card later to keep your opponent guessing.
But, the interesting point of using a the 4 and 0 on the same card is making it a totally unknown situation going into the third play during the first round of the game.
When you play your first two cards and decide not to play your 0/4, your opponent will be unable to determine what your 0 card is. Why is that? Because the first two cards will add up to 4 either way. So the remaining value is a 0, but which RPS is the 0? That is impossible to known unless they seen you play it before, giving you the edge going into the third play on the first round. And if for some reason they forget during the next round of the game, you are in business.
So do you go for the sneak attack, or a more stable play through out? The choice is yours. Keep in mind, this sneak attack works only if your opponent cannot see your cards, so if you play on the same device, this sneak attack won't be an advantage (since all the cards on are one screen).
Each aura complements certain deck styles and some auras require certain numbers to be played. Here we will discuss each aura at length at the types of decks you should be selecting with them.
Chaos Requires that you play a 2 in order to gain marks. So you can do this in one of 2 ways. You can make sure that at least 2 of your cards have a 2 on them, or all 3 cards have a 2 on them. If 2 of your cards have a 2, there will be a gap where you will not gain marks potentially each turn. This allows more flexibility in deck choices. But if you have all your cards have a 2, you are locked into using 4, 2 and 0 in your deck exclusively. Chaos allows you to stay one step ahead of the match by being able to see who is going to win, and then giving you the chance to randomize your opponents card in hopes that you change the outcome. A gamble that can pay off. Shouldn't hurt right? Well by activating Chaos you also gain one of 3 effects: You gain 3 points, Nothing happens, or you LOSE 3 points. All 3 choices have equal odds.
The beauty of echo is that it does not require you to play a specific type of deck, allowing you to directly play according to your opponents deck/aura pairing and using that information to sneak in an Echo.
Void is heavily influenced by Aura/Deck matchups. The main goal with this character is to make it so neither player gained points during a turn. Once you do this, you choose a value and during the next turn, if your opponent plays that value, neither player can gain points that turn which starts the cycle all over again. If you are matched up against an Aura that easily can gain points (such as Echo) you will have a harder time beating them. If your 0 just so happens beat their third slot RPS choice (For example, you have Rock0 and they have 3 scissors), you have a great chance of playing your 0 and gaining no points since half of their choices lose to Rock0 in a way where neither player will gain points.
Guard Break needs to play a 4 and win as an attack in order to activate, and every deck will have a single 4. The main thing you need to worry about is the deck match up. If your opponent has an alignment that makes their third slot RPS beat your first slot RPS (example: Your Rock4 and they have 3 papers) you will have a rough time finding a good moment to use your 4.
Heart And Soul:
First, you need to make sure the deck you choose has a 1 and a 3 in it. Second, you will either have a single set of 1 and 3 or two sets of 1 and 3. Having a single set of 1 and 3 will make it so you cannot gain many marks each round. Having 2 sets of 1 and 3 lets you gain up to 2 marks each round. The single set allows you to mix up your options while having two sets really locks you into a very flow chart method of play, which can lead to more potential points but makes it really easy to counter.
Duality is interesting because you must score with an attack or block first before you can activate it's effect and Duality does not require a specific deck to use, but you must be aware of how many odd and even numbers you have in your deck. 0 is considered an even number, so you can do something very interesting if you use a deck that is just even numbers. When you use the odd version of duality, it will only affect your opponent, since you have no odd numbers. And since it raises all odd numbers by 2, this will allow you to have an easier time blocking along with messing with other auras that need certain numbers to be played.
Double Or Nothing:
Another activation Aura like duality. This ability makes it so for one turn, you can only win with an attack and it will be double damage. It does not require a specific deck, but is influenced the most by the Aura match up. Facing off against Might, you can shut them out entirely. But facing off against Yomi, and you will be in a huge mismatch.
Another deck that does not require you to play a specific type of deck, but indirectly there is a defining choice. The main choice we have here making each card have the smallest number on them possible, in this case: 011 012 022 are the possible configurations. Also, keep in mind that for this Aura to work, the players must be in block status. Auras such as Might make it so you are not blocking for the turn.
The last activation Aura in the set. When you activate Might, the player with the higher number will win this turn and it will count as an attack. Two important things here: First, the RPS portion of the card no longer has an effect this turn. So this Shuts down Auras like Echo. Second, both players will be considered as attacking. This will negate things requiring the block keyword, such as the Aura Yomi. Might is hard countered by Double or Nothing though, which is the price you pay for such power.
All that is required is that you win with a 0. The main differences in deck builds is if you split your 0/4 or pair them on the same card. The differences are not great, but the advantage you gain by picking up your cards is having more options than your opponent going into the next few rounds. The advantage is not permanent because both players are forced to pick up all their cards if one player runs out of cards, but during those crucial turns, especially during the turns where the opponent has only a single card to your two or maybe even three cards, you have the advantage of choice.
You must play a deck that has each number in it in order to play this Aura. The placement of said numbers is less important to the timing in which you win with each number and what other numbers they are paired with. For instance, if the only 2 numbers you have left are on the same card and your opponent has a card that beats both of them, you can make your opponent guess which side.. But if you just so happen the numbers needed to win on two separate cards, when you only have one of those cards left, it will be easier to counter since you only have once choice.
Passion requires you to play a deck that has a 2 and a 3. The placement of the values is ensuring you have a 2 or a 3 on each card. The main determining factor of winning with Passion is surviving till you gain 6 marks and turn into rage. So cross your fingers that your opponent's RPS alignment does not counter what your 2 is. Also, Auras that change what value you play this turn or force you to play another card will shut you down and create almost unwinnable matches. But if you turn into rage, your opponent has almost no hope of winning.