HUGE Damage Landslide Wombo Combo!! | Autobattler Deckbuilder | Yi Xian



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Yi Xian: The Cultivation Card Game is an online DBG with a background of cultivation. Every game is a deck building from scratch. Players can have stronger decks by changing cards, and then build more powerful routines to defeat all opponents to win.

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#YiXian #Part19

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36 thoughts on “HUGE Damage Landslide Wombo Combo!! | Autobattler Deckbuilder | Yi Xian”

  1. I really like the game but i find issues with the localization that don't let me really get a grasp on the subtle points of the mechanics and the game is so fast paced that often is very difficult to stop and read and compare scenarios.
    It really wold be amazing if someone point me to a resource on how the game actually works or if Reto wants to make a run with a breakdown of some mechanics that'd me awesome.
    Thanks for the great content as always!

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  2. I feel like this video was a good example of why Guard Up just seems inherently better than Defense for that kind of full defensive into defense->damage attack. Multi attacks are obviously better against Guard Up than Defense but the options for "ignore defense" seem to be useful and frequent enough that while Guard Up might not cover all of the attacks, overall it still protects better.
    Sure, -Max HP effects bypass the defenses entirely but I feel like that's a different dichotemy; gain vs reduce max hp vs defense up/guard up vs ignore defense.

    It'd be interesting to see ignore defense just removed entirely because then you'd force players to rely on either playing faster than their opponents with chase to outscale their defenses or use internal injury or -max hp to bypass the defenses.
    Basically it's a little frustrating to see how 1 effect can basically invalidate an entire playstyle and it being mostly trivial to include since you only really need ignore defense on 1 or 2 attacks every loop.

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  3. That was a fun deck, but I always assumed that the earth build would just be pretty bad, at least compared to the metal one. I mean, earth in general seems like the weakest solo element right? I mean just considering that there's quite a few cards that ignore defense, you can be hard countered a lot more often than you can hard counter. I would love to see this build get a little better somewhere down the line though.

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  4. So, Reto, whilst this is a recent enough vid for you to potentially see this. I’ve tried the Mu Wu Earth strat and have found that it works well if you go for elixerist. Early game, the +11DEF Consume, allows you to keep a slim deck focusing on looping the if you have defence attack for more Earth card. Mid game, the +8DEF remove 3 instances of debuff Consume, maintains that slim deck damage build from early game, but prevents opponents from countering with likes of internal injury/weakness/flawed. Late Game, since you kept a slim deck and therefore didn’t have to Reroll as much, you have the Reroll power to draw into the more powerful Earth Cards such as Quicksand and (the card you couldn’t seem to find in this video, RIP 🪦). Late game the elixerist can also upgrade these cards you find for you with the, Absorb: Upgrade a random lvl 1 card in deck, allowing you to keep multiple instances of the powerful cards without the need to combine them. This also allows for the upgrading of Landslide and of The Metal Ring,something not normally possible (Though honestly, when going full Earth DEF, if you can get a second copy of the, whenever you play Earth Card gain DEF, it’s better than The Metal Ring after upgrade giving 4DEF each time instead of 3DEF).

    Passively throughout the game as well Elixerist offers you the ability to upgrade your MaxHP yet further with the, Absorb: Gain 1 cultivation and 1MaxHP, card as well as strict cultivation improvements from, Absorb: Gain 3 cultivation, ensuring that you go first and in doing so, effectively get 1 instance of chase in the first loop in a deck where you otherwise wouldn’t.

    Does it make Landslide amazing? No šŸ˜‚, but Landslide is more of a must include for the sake of the extra charge it grants Quicksand and it draws opponents attention to itself and away from Quicksand, the card you actually care about. Landslide also eats a charge of Guard up/eats through opponents defence/deals enough damage to counter silly health gain builds HP increase, ensuring that Quicksand always gets to do the thing it wants to do.

    I suggest you try it out and see what you think, as it’s where I’ve found success with the Mu Wu Earth build. Though I must say that the painter’s, Gain DEf Chase, was an interesting way to take the build. Thanks as always for the great video šŸ‘ šŸ˜‰

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  5. I feel like the biggest broken thing about Guard Up in this case is that specific card which doesn’t consume. Being able to stack Guard Up like that feel inexcusable, because like you said I think your only options against it are either the multi-hit attack cards or making them skip that Guard Up card. Does it sound reasonable to suggest that either Guard Up only appears on consumed cards or Guard Up erodes each turn like DEF does?

    Thinking about this build, I had a question: is there a specific side job that has a card which forces the opponent to skip a card? It feels like that would be this deck’s only way to counter a Guard Up build like that, aside from hoping there’s a fast multi-hitter deck in the lobby that’ll do the job for you. šŸ˜†

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  6. I think your assestment is correct. Rather than being the end all to the earth build, Landslide is there to cover problem matchups where your opponent refuses to hit your defense, so you just yeet your defense at them. It is possible to oneshot the Dharma deck faster than they can hit you but you do need to hit important rare cards that you just didnt run into, like Heavenly Marrow. Other matchups you can just remove landslide and simply tank forever with World Combine and Steppe.

    Also i have to say when the Tan pivoted into triple Sus I chortled

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  7. I can see why you haven’t played an earth deck until now, it’s really frustrating when there’s so much that completely hardcounters it. It was fun seeing it this time though, and you did outplay the metal tigers, so that was cool

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  8. shame that you didn't win, I liked this Tony the Tiger deck more than the metal one.
    The guard up deck seems really obscene with not a lot of counterplay, and that qi exhaust lmao just casually yeeting 95+ damage on turn one
    MOAR !!!

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  9. I'm sure proper application of musician could solve every problem except for the "landslide bad" one. Illusion Tune has synergy with Metal Ring(add 2 more block) and earth spirit cards, and I think it breaks guard up since it causes life loss. I think Landslide should just give the card before it chase.

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  10. Fun fact: the chinese text for flying brush translates to ā€œusing the brush as if it were flyingā€, which could mean literally mastery of writing or painting (hence brush move fast), but it more commonly refers to someone being in the zone when they write, paint etc.

    27:32 is my favourite moment in this series

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  11. Tan Shuyan with formations can use bell and post action chase to just scale out of control with the "Post action deals 7 damage"(hunter something) card, you can use that deck without it but with bell you just do 60 damage + chase in one turn way too easily and you can just skip turns and other dumb things, the bad thing is that you need a lot of high level cards like double strike to activate post action on the first cycle. At its highest roll i think there is almost nothing that kills it because it has high damage multihits with scalling, heal, defense, guard, can skip turns and can chase like crazy so it even has flexibility.

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  12. This is a weird combination of a stall deck using defense but ramps faster than other stall decks. But there are so many ways to get around defense like ignore defense, internal injury, force of water, reduce max HP… Seems like there are just so many ways to get through defense to kill that if you don't have the exact optimal deck loadout you'll lose to a lot of stuff.

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  13. I definitely think in the end there your only real option would have been to cut out the wheel and focus your efforts around landside. It looked like it did enough damage to kill someone in one shot with fairly minimal build up and works well within the earth spirit scaling, which is I think its point realistically. The cloud sword variation does benefit from the fact that you maintain your defense when attacking but if I remember correctly it hits 1 to 1 with defense. It only takes about 4 cards for you to do 100+, something that only gets more insane with each loop.

    So I guess the difference is tiger can relatively easily kill miss stall a little easier than cloud sword can with a defense build, but the access to non-consumption guard up is pretty much just better against everything else.

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