Now that I’ve got a feel for this game, I’d like to offer my analysis of the various clans. Let me say up front that I prefer playing a mixed deck of 4 cards from one clan and 4 cards from another. It’s too easy to get hosed if you play a mono deck (in my opinion), even more so in UR than in other CCGs I’ve played. That being said,
GHEIST and Roots both have the mighty SOA clan bonus! Only, Roots are a bunch of pansy-@ss, hippy-f@gs and GHEIST is an awesome, diabolical secret organization bent on world domination (obviously, I prefer the latter). I never leave home without my SOAs! This is one of the best abilities in the game. I mean, almost every card has an ability and the ones that don’t pretty much suck anyway…Of all the clans (with the exception of Rescue) GHEIST and Roots are the safest to play as mono. Their only weakness is against the Piranhas’ SOB but even then, they just cancel each other out, so it’s a wash.
Piranhas and Nightmare have the SOB clan bonus which is nearly as good as SOA (I still prefer SOA in my gut). SOB works especially well with the Piranhas’+/- pill abilities and Nightmare’s Life-gainers. These clans only weakness (if you can call it one) is against Roots/GHEIST (as previously stated); that and the fact that they’re a bunch of scurvy, smelly pirates and icky, smelly monsters…
Hmmmm. Gheist is a good SOA clan
the problem with them is that their low base power puts them on trouble against Ulu Watu, Bangers and All Stars.
another flaw is that Roots dominates them in terms of walling power. >.>. there's no doubt about that.
also, the massive growing population of protecion and stop causes SOAs to be in trouble.
all i can say is, ELO is only their place, AND if Rolph or Toro is banned, then they're so incomplete.
Gheist happens to have better abilities for offensive purpose toro and rolph can easily win if you pill enough and anibal and methane and xu52 can cause some major damage to the opponent
roots on the other hand have better solid cards or 7-8 power variety and their weaker cards are given the role of defense-their defense cant be stopped unless the opponent have soa bonus too-then roots win due to solid stats
i generally like gheist because i prefer offensive decks but roots is viable if you want a cheaper soa deck that will perform about as well as gheist
Methane and LinXia are great, but you pretty much have to 6-pill them to get a sure win, perhaps even 7 pills if you went first. Leviatonn is basically just a wall as his 6 power gets you nowhere without a significant pillz advantage, but he does make a decent 2hko follow-through.
Gheist better then roots? i doubt it, think of the cards
shakra, strongest stop all in the game if used right, can dominate all cards under 8 power and even if they are they lose their ability
ratanah, massive power, good damage, soa and attack manipulation? deadly, imagine that vs copper
yookie, well this kills, sharon, oxen and nyema, all massive staples that against him do terrible damage
noodile, usable at all lvls. strong at all levels and with soa she is not great to vs
rico, same as ratanah, good power good damage + soa + attack reduction= dead opponent
jeena, soa to help her ability, and - 4 opponent damage min 2, well lets just say that u dont want ur cards anywhere near her!
arno, same with jeena, big reducer that has bonus to help protect damager reduction
lou, underated, better then don in a sence, soa + attack manipulation + 8 damage = :O
nahi cr, strongest stop all that doesn't need courage, what elce can be said?
arnie, massive + life, good power and can protect her ability
armand, 7/7 wall with soa
kiki possible 7/8 with soa
kiki cr, haha just say ur dead if u vs that fella
Now that I think about it, the game creators never should have made SOA and SOB clan bonuses. If they had just been abilities it would have made the game much cleaner and we wouldn't need the Stop:Ability powers to counter them. But hey, I'm gonna ride the tide of GHEIST supremacy for as long as I can (maybe even longer)!