Undercards Wikia
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Undercards Wikia

In undercards there are several strategies, this is a break down of the strategies within the decks and their weaknesses and strengths. If you don't see one here please check back later I will update.

  1. Board clear: This strategy relies on cards like, same fate, Asgore, or hyper goner. The goal is to destroy every enemy card on the field. The problem is the High cost. Very useful against a quick swarm.
  2. Buff: This strategy relies on cards like, Force of nature, Snowdrake, and Oni. The goal of this strategy is to make existing cards stronger. Due to it's nature it is weak to silence cards, board clears, and weakening spells. Usually takes several turns to set up.
  3. Silence: This strategy relies on cards like, scarf mouse, Nacarat Jester, and Headshot The goal is to destroy all abilities and added strengths of a card. It can't destroy base stats, but is very strong against buff, or effect cards.
  4. Block: This strategy relies on taunt cards or constant effect cards. It is very useful in almost every deck. Without a rush strategy it is difficult to go without this. It's weakness is silence.
  5. Magic: This strategy uses various spells including soothing, headshot, and investment, to either make it easier to find cards, destroy opponents offense, or strengthen their cards. All spells are weak to their limited numbers, or strong base stats. If the card leaves an effect on something it can, be stopped by healing it, or replacing it. (see Healing below)
  6. Agro or Smorc: This strategy would most likely rely on cards with the charge ability, like Temmie or Ice cap. The goal is to agressively attack the opponent before they have a chance to do anything. With a weakness to splash damage and board clears they try to make up for it with cheap expendable cards.
  7. Synergy: This relies on cards with Synergy abilities. For the sake of space this also includes cards that rely on previously played or a typing on the board. They rely on tribal abilities to make things work. This usually requires careful gold usage and if done correctly can make each card a lot stronger.(Gaster) With a weakness in gold and in timing the synergy ability it is a useful, but difficult strategy to use consistently.
  8. Healing: This strategy is a response to effects left by other cards or fixing damage. It relies on cards like red wagon, doggo, and heal to remove effects or replace the card. For continued healing you might want to use Water cooler. This strategy is weak to magic, gold problems, or low numbers.
  9. Recycling: Like healing this strategy, may use doggo to return a card to your hand. The card is returned to the hand to be trigger the magic effect a second time. If combined with a cloning card like mad mew mew or Ralsei, it can be used to repeatedly trigger a cloning effect. It's weakness is overdrawing, gold quantity, and silence.
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