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{{CardAutobox|image1=Fusion2.png}} |
{{CardAutobox|image1=Fusion2.png}} |
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==Strategy== |
==Strategy== |
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Fusion,as one major source of Plasma Orbs,is a card requiring much strategy to utilize. |
Fusion,as one major source of Plasma Orbs,is a card requiring much strategy to utilize. |
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When unupgraded,using this card is just like “storing” your energy in a bank.You used 2 energy,and gain it back when evoked.As for the “interest”,you gain one extra energy at the start od every turn.Sounds great,but it's actually not that good.The reason is that you can't do much in the turn you play Fusion because you have already consumed 2 energy.On the other hand,your energy will likely to be wasted on the turn you evoke the orb,because you can't use it all up.All in all,unless you can control you deck very well,don't use Fusion in most cases.It's usually not worth it to put some of your energy to later use,especially when Fusion and one of your critical card(Creative AI,Echo Form,etc.)are both on your hand.Instead,try upgrade it as soon as possible,because lowering one enregy cost gives Fusion a completely different character.It becomes a agile card which can spend your extra energy for later and almost immediate profit. |
When unupgraded,using this card is just like “storing” your energy in a bank.You used 2 energy,and gain it back when evoked.As for the “interest”,you gain one extra energy at the start od every turn.Sounds great,but it's actually not that good.The reason is that you can't do much in the turn you play Fusion because you have already consumed 2 energy.On the other hand,your energy will likely to be wasted on the turn you evoke the orb,because you can't use it all up.All in all,unless you can control you deck very well,don't use Fusion in most cases.It's usually not worth it to put some of your energy to later use,especially when Fusion and one of your critical card(Creative AI,Echo Form,etc.)are both on your hand.Instead,try upgrade it as soon as possible,because lowering one enregy cost gives Fusion a completely different character.It becomes a agile card which can spend your extra energy for later and almost immediate profit. |
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Revision as of 13:24, 26 September 2018
Strategy
Fusion,as one major source of Plasma Orbs,is a card requiring much strategy to utilize.
When unupgraded,using this card is just like “storing” your energy in a bank.You used 2 energy,and gain it back when evoked.As for the “interest”,you gain one extra energy at the start od every turn.Sounds great,but it's actually not that good.The reason is that you can't do much in the turn you play Fusion because you have already consumed 2 energy.On the other hand,your energy will likely to be wasted on the turn you evoke the orb,because you can't use it all up.All in all,unless you can control you deck very well,don't use Fusion in most cases.It's usually not worth it to put some of your energy to later use,especially when Fusion and one of your critical card(Creative AI,Echo Form,etc.)are both on your hand.Instead,try upgrade it as soon as possible,because lowering one enregy cost gives Fusion a completely different character.It becomes a agile card which can spend your extra energy for later and almost immediate profit.
Defect Cards | |||
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Starters | |||
Attacks | Common
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Ball Lightning • Barrage • Beam Cell • Claw • Cold Snap • Compile Driver • Go for the Eyes • Rebound • Streamline • Sweeping Beam
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Uncommon
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Rare
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Skills | Common
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Uncommon
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Aggregate • Auto-Shields • Boot Sequence • Chaos • Chill • Consume • Darkness • Double Energy • Equilibrium • Force Field • Fusion • Genetic Algorithm • Glacier • Overclock • Recycle • Reinforced Body • Reprogram • Skim • Tempest • White Noise
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Rare
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Powers | Uncommon
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Rare
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