The other thing is that certain clans just get whooped on in the banned cards list versus others. I'm not a great player, but with certain clans I built my score up to near 350, and then when I went after missions for other clans, my rating got hammered down to around 200.
At least the way I play Roots and Riots, without economical DR, I really struggle to make my cards worth their stars.
Totally broken cards do make it through the bans, and seeing which of those you can take advantage of in your collection can be quite helpful. I've used Travis Ld to win fights against cards I don't afford, like Caelus Cr HATES Travis Ld. Even when Travis Ld is zero threat to win a round, most cards don't like -7 damage min 2, so players often are pressing to avoid having their 5-star juggernauts nerfed down to 2-star damage, and that makes them easier to beat.
This game is like poker. If you aren't playing mind games, you are either completely dominating due to an amazing bluff call/opponent massive overpill in a prior round or you are getting dominated. Like Daniel Negraneu loves having a large range, cards that give you a large range of playable moves are awesome.
I'm afraid you may also need to adjust what you play week by week. A deck that is awesome one week due to the absence of certain cards may suddenly look only so-so if many of the good answers to that deck lose their bans.
I was already at 650 ELO at a time, but I needed to do the ELO flash missions for the Crpyto and Credits (damn Armageddon packs), it made my ELO 100... Good thing though, It let me explore all the decks and see what suits me as deemed by the meta I encountered. I completed all the Flash ELO missions except Sentinels (no new Senti cards yet). Its a good thing to try, so you can be familiar with the clan bonus tricks of the trade.
A big part of EFC is deck building. Here are a few tips that haven't been mentioned before that focus around deck building primarily:
-Make sure your deck doesn't have a big weakness. If you lose most of your matches to SoA, SoB, attack manip, or heavy DR, your deck needs changes. Look for cards which are more resilient against whatever your weakness is, and include at least 2 or 3.
-Find "forceful" cards. These are cards that your opponent has to play around, which will decrease the amount of moves they can reasonably make in any game. Big DRs, exceptional round-winners, great pill manipulators, and Cancel cards can qualify here. Examples: Wilkinson (prohibitive vs attack manip/life manip/pill manip) Incubus (prohibitive vs high base damage/bonus damage) FugOmatic (prohibitive against most 4 star and 5 star cards.) Etc.
-Find flexible cards. These are cards which serve 2 or more purposes, such as forcing your opponent to use extra pills, DR, high damage, resilient against SoA and SoB, etc. Examples: Mamba (Fairly resilient against SoA and SoB, decent power, will reduce damage while boosting her own in most cases) Michel (Fairly resilient against Soa and SoB, decent power, high potential damage, ability can take opponent below Berzerk's 2 Life threshold even on defeat - dangerous to overlook!) Etc.
-Play Arcade so you can unlock LDs. These cards are generally a bit stronger and more versatile than their peers, and many good EFC decks will include one or two.
Adding to what Ghelas said that one of my Guild members who trained me in ELO 2 years ago was to avoid having too many conditional activation cards (Confidence, Courage, Reprisal and Revenge). It limits abilities and chances are that you can lose out when not against SOA type opponents.
Courage can be an easy giveaway to your strategy, especially since you only have 2 rounds for the ability.
Confidence does not work in Round 1.
Of course, some players are good at using cards beyond their main intent. E.g. going for damage with Donald when his Ability helps you more for losing rounds.
edited by Rowdy MOB Cr tuesday 09/04, 11:29