EDIT:: After the new changes, this guide is no longer useful for making offensive decks for wars (still good for missions and raids, though). HOWEVER, this guide is now useful for building defensive decks.
Please be patient as I slowly but surely update this guide over the next week or so as the metagame changes. New pictures and strategies will be added as well.
PLEASE HELP ME KEEP THIS THREAD ALIVE. IF YOU FOUND IT HELPFUL, PLEASE POST SOMETHING TO KEEP IT UP.
I am an avid user of the Auto button, and as such, I’ve been designing my decks around it to maximize effectiveness.
One of the first things to always remember is: The AI is stupid. In fact, it shouldn’t be called an AI (Artificial Intelligence), it should be called Wheatley (Portal 2, anyone?) or AS (Artifical Stupidity). I’m not funny. =/
When building an Auto deck, decide on what kind of deck you want to build. Will it be a rush? A slowroller? A multi-deck? Knowing the kind of deck you’re going to build will help you select which cards to put in it. First off, for an offensive auto deck, NEVER use Action cards. No Airstrikes, no EMPs, no Maximum Damage, nothing. If they get played on the first turn, it’s almost always an automatic loss. Stick to assault cards, and no more than two structures. Any more, and the AI may play more than one in a row, which in most cases will get you killed.
Next, see which cards you have multiple copies of. If it’s a good card (Sawblade, Irradiated Infantry, Hatchet, Daemon, Dominated Hatchling, etc), putting multiple in the deck is a good way to improve consistancy. My Jam Spam deck is a great example:
I play that deck on 4x Auto in Raids and Wars, winning about 90% of the time, and that’s being modest. Picking cards that can be played in any order, instead of in a specific order (for example, Rally only effects units that attack after it, so it must be played first, so cards with Rally are not good candidates), is another key factor.
Skills that ARE NOT reliant on any playing order, and are good candidates for this type of deck: Strike, Siege, Weaken, Jam, Leech, Heal, Mimic, Flurry, Evade, Poison.
Skills that ARE reliant on playing order, and are not good candidates for this type of deck: Immobilize, Rally, Siphon, Anti-Air, Pierce.
Skills that may or may not depend on playing order, are are considered risky: Armored, Flying, Regenerate, Crush, Fear.
This does not mean that you shouldn’t use Armored, Flying, or Regenerate skills in an auto deck, but if they are played in the wrong order, they could be killed by Pierce or Anti-Air. Not to mention that most Assault cards with Armored have low HP, and therefor die to Strike. When using Assault cards with undesireable abilities, make sure that they have more useful abilities as well. Ex. Poseidon has Anti-Air, but also has Siege and Heal All, so it’s a useful card. Predator has Anti-Air, but it also has Strike. Also, if you fear fliers, either take some of your own, or use cards that have Anti-Air along with another useful ability.
Finally, only use cards that are worth the wait. Using a high delay card with a rather poor ability and/or poor stats will likely get it killed before it becomes useful (Tremor Worm “cough”) Kraken and Titan both have 4 turn waits, but Kraken is very durable and can soak up Strike early, or Jam and attack late, while Titan is less durable, but still has 8 HP and both Strike 3 and Siege 3, so the abilities are worth the wait.
When making a rush, using multiple copies of the same low cost cards is the most ideal. Sawblades, Hatchets, Vampires, and Irradiated Infantry are the usual choices, but Dominated Hatchlings work well, too, when backed up by Vyander. If making a 1 Drop Multi deck (a deck consisting of different low wait creatures from different teams), then variety is your friend, and you would want to avoid having more than two copies of any one card. 1 Drop Strike decks are a great example of this, as they have a lot of low wait strike assault cards that can be played in any order, deal good damage, and keep the opponent on their toes.
For Slow Roller decks, it’s better to use high HP assaulters, like Kraken and Titan (and even Gun Raven, sometimes). This way, when played one after the other, they can all soak up and disperse the enemy’s Strike abilities, without any of them dying before they come off of their delay. As an example, if you were to play multiple low HP, 4 delay cards, they would be killed off by strike, one by one. The fewer assault cards that you have in play, the more likely one is to be focused. If you were to play multiple high HP, 4 delay cards, then as the Strike was spread among them, they would all likely survive for the 4 turns, or at least most of them. The exception to this is if you have a healing commander, such as Freddie in an Imperial Slow Roller, or Vyander in Xeno Slow Roller.
For Multi-Decks, the use of both high delay, high HP assualt cards, and low delay, low HP assault cards, all of which have good and useful abilities, is the key. Here is a great example:
This deck contains high HP assaulters to soak up Strike, low delay strikers to take out enemy assaulters, Siege, Anti-Air, Heal, Mimic, Flying, Armored, and Weaken. It covers a lot of bases and does each one well enough to get the job done (except Weaken).
I hope this was helpful to a lot of you, and perhaps many of you will start waring and grinding gold just as fast as I do. :D
EDIT: I’ve decided to add helpful insite that other people have suggested.
Originally posted by Shadowhopeful:
I’ll point out that Malort for Rush BT and Dementia for Slow Roll BT are pretty good.
Originally posted by Shadowhopeful:
Effects with “Effect” All are useful, specifically Strike and Heal.
Decks should have at least 1 or 2 cards with siege, since the last thing you want is a Missile Silo killing you.
Hope that helped :)