Learning when to burn the field is important as if not executed properly, the opponent's counterattack will kill. Like Kagero, Narukami only looks easy on the surface.
Also, with 2 different Trial Decks already up, and more possibly to come, this is a clan that beginners can choose to start up from. Narukami's mechanic is ALOT easier to understand than Kagero. Also, Kagero's other niche (standing pressure) must be pulled at the correct time. Learning which card is important in each clan is important in retiring the right cards. Kagero is not a hard clan to master, but it is not easy either. Also, Trial Deck 2 gives a very complete deck, much more complete than Trial Deck 1 and perhaps most of the other trial decks, allowing you to fully understand each mechanic. It focuses on retiring, which is way easier to understand than calling. Both high difficulty mechanics brings the difficulty of mastering the clan to 7.5. Also, many builds do not give much benefit to yourself, especially the aces, so learning when to use is another point. On high level play, Counterblasting has been taken to a new level as you need to plan ahead the damage that you flip, cards to return to your hand and how far any combo has to take effect to give the most effective defence hand. While it does not have a simple mechanic, instinct tells you which card to pick up most of the time as a beginner, allowing you to pick it up relatively quickly.Īngel Feather is quite difficult to use.
Unlike Gold Paladin who benefits whether you take the risk or not, SP players get hurt real hard whenever they make a wrong move, thus really winning with a Shadow Paladin deck shows the level of gameplay they had learnt.Īngel Feather is relatively easy. Proper risk management is important for the complete mastery of the Shadows. There is nothing much to actually learn from SP anyway, since most mechanics are borrowed from other clans. This is because it only focusses on soul benefit, and while it is a defensive clan, it does not require much cunning or mind scaring the opponent unlike OTT as its skill are usually OFF-HIT pressure, meaning the opponents will be more wary without using much effort. Ironically, this clan is considerrably easier to master than OTT. For a complete beginner, it will be difficult for them to split between soulcharge and soulblast, that is to say that they usually get too focussed on offence, that they either waste too much soul or keep too much excess soul that is unneeded. Some use of psychology is needed when playing CEO Amaterasu, and remembering Tsukoyomi's stacks are also key to winning the game. There are many gameplay strategies OTT focuses on, 1 being remembering cards. There are 2 easy builds to learn more of OTT: Sakuya (TD) and Fromage. This is actually considerably easy to pick up. This is an easy clan to master since there isn't much mechanic.You rely largely on luck on this clan, so there isn't much field knowledge you really need.
Both Trial Decks 5 and 8 have easy to understand mechanics, and any beginner can understand how to make the deck work efficiently. Also, SSD is fairly easy to execute and will bring pressure in any stage.
Only a full understanding of your own deck is needed, so that you can superior call the right cards. This clan is also not very difficult to master. Trial deck 1 and Booster set 1 have all the basic cards a Royal Paladin user needs and all the skills are basically in your face.