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  • Decks
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  • Decks are optional, pre-suggested templates of complementing abilities. There are eleven unique decks for your faction, representing the various specialisations they have taken up to combat darkness—and each other. In addition to the benefits of a deck’s ability synergies, completing a deck will give the character a suit matching the deck's theme. It can be worn by claiming it in the Deck window, and then going to the Dressing Room on your character c.
  • To see previous versions of these soul types go here. For deck builds and further strategies go here. There are seven different decks based on the soul attributes described in the game of Undertale. Each soul type has its own unique ability as well as Effect Cards to go with it. Soul type specific cards can be identified by the matching colour of their name at the top of the card. In order to complete a deck one must have exactly 25 in it. This can be achieved by clicking on Cards, then Decks in the main menu and then clicking on the cards you wish to add to your deck (more info here). If you are new to the game, it is recommended to keep at least 3 taunts in every deck as well as a Nacarat Jester if possible. |-|Determination==== Determination === This deck is suggested for newcomers. It
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  • To see previous versions of these soul types go here. For deck builds and further strategies go here. There are seven different decks based on the soul attributes described in the game of Undertale. Each soul type has its own unique ability as well as Effect Cards to go with it. Soul type specific cards can be identified by the matching colour of their name at the top of the card. In order to complete a deck one must have exactly 25 in it. This can be achieved by clicking on Cards, then Decks in the main menu and then clicking on the cards you wish to add to your deck (more info here). If you are new to the game, it is recommended to keep at least 3 taunts in every deck as well as a Nacarat Jester if possible. |-|Determination==== Determination === This deck is suggested for newcomers. It has a great comeback rate, focusing more on learning from trial and error and hanging on until an opportune moment arises. Its ability is 3 extra lives, which can be increased by using 'Another Chance'. When reaching zero, instead of dying, you lose one of these lives, furthermore you can only lose one life a turn. A tactic used by people of this deck is to wait until their health is at zero and the opponent has their best cards out, then use 'Hyper Goner' to remove all enemy cards from the field, and resurrect their best cards using 'Resurrection' for a counter attack. Good cards to use with this deck are Asgore, Golden Flowers, Frisk, and Asriel Dreemurr. The latter to bring your health back up if at zero, and the former to be used after 'Same Fate', since Asgore kills any damaged monsters and same fate brings all monsters' HP to 1. Alternatively, Woshua can be used to deal 1 damage to all enemy cards on the field without killing off your own cards. The deck specific Effect Cards for this soul type are Another Chance, Will to Fight, Resurrection, Same Fate and Hyper Goner. |-|Patience==== Patience === This deck is suggested for more senior players. The main ability of Patience is preventing monsters from attacking on the first turn, this is to stop charge monsters from using their ability. As such many of the cards for this deck are focused around surviving long enough to get better, stronger cards on the field. It is particularly effective against Bravery and Integrity as these decks are more about drawing as many cards as possible to quickly end the match. People playing this deck should probably have a lot of taunt or high health cards. A typical strategy involves waiting for the opponent to have a full board, use 'Cold Winter', and then 'Defrosting'. Players of this deck may also use high hp monsters such as Astigmatism and apply taunt to it using 'Protection'. One may also wait until the opponent has a full board, make sure you have 2 cheap cards on your side and then use 'Snow Storm' to turn the board into Ice. Because they have to remove at least one of their own Ice to place another card, and must attack your taunts, this typically gives you 4-7 turns to save up for good cards, place Gaster on the field, or place down Memorial Statue to remove the enemy taunts in tandem with high attack cards to quickly deal large bouts of damage. Mettaton and Mad Dummy are good[cards to apply a taunt to via 'Protection' as they typically last multiple turns. It is highly suggested to have lots of Defrosting cards in this deck. This deck's effect cards are Protection, Slowing, Defrosting, Cold Winter, and Snow Storm. |-|Bravery==== Bravery === This deck is suggested for more senior players, however is decent for newcomers if they use mostly cheap cards. Bravery has the ability to draw a additional card for the player if their hand is below three during their turn. It focuses more on the attack of its monsters, aiming to deal massive amounts of damage in a few turns given the right setup. People may choose to have a lot of Aaron related cards, such as Aaron, Shyren for healing, and Woshua, as well as some taunt cards. A good number of cards around the 4-7 cost range protected by monsters with taunt is a good idea for this deck as monsters can have their attack increased substantially with Effect Cards in this deck. Having a deck centred around cheaper cards is also a good idea, especially with Burgerpants. This is known as a 'Bravery Zoo', where cards are spammed quickly and continuously to overwhelm the opponent before they can place substantial cards. If using this method, 'Assault' is a good card to use, as although risky it can often draw cards such as Napstablook, and even cards summoned by Assault such as Snowman can be valuable with 'Strength'. This quick drawing can be a disadvantage against decks such as Patience, which stall the opponent and make use of heavy cards, although if facing Bravery it's important to keep your guard up as it can remove the taunt from a card using 'Penetration'. If going for an aggressive approach it is advised to choose cheaper cards such as Migospel, Monster Kid, Ice Cap and Snowdrake. This deck's Effect Cards are Penetration, Assault, Strength, Aaron's Secret and Final Charge. |-|Integrity==== Integrity === This deck is suggested for intermediate players and above. Since Beta 3.1 Integrity now removes the cap on the amount of gold you receive on the start of each of your turns (currently maxed out at 10 for all other decks.) as well as return 20% of the gold cost of a card after placing it (rounded down to the nearest whole number). E.g. if a card cost 6G, you would receive 1G back (6x0.2=1.2, rounded down to 1). Anything below 5G will not give gold back. This soul type used to be great for dealing out quick bouts of damage before the enemy can get a card out. Temmies and other cheap monsters with charge are decent in this deck. A combination of cheap cards with taunts and a few higher end cards is a valid option. Other cards which can give you extra monsters such as So Sorry and Alphys are also good choices. Using a Temmie, then bringing it back with with 'Break' is useful as it means you can use it to attack more than once in a turn if you have the money as well as acquire additional Temmies. Using Break or Doggo in this deck and using them on Burgerpants in a similar manner is also a good choice. People using this deck may also seek to use more costly cards mixed with taunts. A popular use of Integrity is to make a dog deck, essentially creating a deck comprised almost solely of dogs. The varied abilities of each dog, as well as their prices compliment each other well. Having multiple Dogamys and Dogaressas in the deck and putting them back into your hand to place them back onto the board again with cards like 'Break' or Doggo creates a good synergy by making use of their stat boost Battlecry. Integrity is also used as a 'control deck' by more senior players. Cards which freeze or remove opponent cards from the board such as 'Expulsion', 'Snowdrake's Mom', or 'Endogeny' are used to control the opponent's board essentially preventing them from making any meaningful plays. Typically weak against Bravery if using Burgerpants. Below is a table showing the gold returned from placing a card. Effect cards in this deck are Break, Fortune, Expulsion, Shopping, and Cloning. |-|Perseverance==== Perseverance === This deck is suggested for intermediate players and above. It is about poisoning its enemy with karmic retribution (KR). Cards under KR cannot heal (overriding any other card or ability that allows for healing, even Kindnesses' healing ability and cards), and lose 1HP at the start of their turn (however can't die from it ). Furthermore, unlike most status effects and other changes, KR cannot be removed from a card if placed back into the hand from the board. The only way to remove KR without killing the card is to silence it (or use Omega Flowey. Opponents of Perseverance cannot heal their healthbar above 10HP and cards directly attacking the healthbar of a Perseverance user will be poisoned. A common practice for this deck is to use 'Pollutant Gas' when the enemy board is full or use 'Poison'/'Contamination' and then use 'Worsening' or 'Termination' on a poisoned monster. Any type of card can be used in this deck however cards such as Flowey, Asgore, Woshua, Golden Flowers. or Heats Flamesman are good choices. Users of this deck may want to employ a number of taunt and charge cards to wait until their hp is brought to 10 and then attempt to quickly finish them off with charge. Perseverance is a hard deck to create combos for, however it's mostly played with the intent of clearing the board or killing selecting monsters so a mild rush/zoo or control deck are viable options. Perseverance relies heavily on card drawing and multiple Effect Cards, therefore cards that can draw or summon other cards like So Sorry, Gyftrot, Igloo, and Chilldrake are also useful additions. Effective against Kindness. This decks' Effect Cards are Poison, Worsening, Termination, Pollutant Gas, and Contamination. |-|Kindness==== Kindness === This deck is suggested for beginners. The soul type heals the player for 1hp every time you start your turn as well as all ally monsters for 1hp each of your turns (unless versing Perseverance/under KR in which case monsters will not heal and you cannot heal over 10HP). This makes it good against the Justice deck as it heals more than the damage the Justice deck can dish out each turn via its ability, however Justice deals its damage before Kindness heals, so if a monster is at 1HP and gets targeted by Justice's ability it will die. Kindness focuses more on healing, a good tactic for kindness is to use 'Longevity' on a monster with taunt or to use one of the other healing cards for the same purpose. Typically those using this deck may want to opt for a longer 'wait it out' style of battle, this is done by having many taunts and medium to higher costing cards until you have enough gold to deploy them. A popular, but risky tactic is to create a OTK (one turn kill) deck by using many 'Force of Natures' before using 'Longevity' on a high HP card before switching the health and attack around with Madjick. Players of this deck are decently dependent on using Effect Cards for particular playstyles, often cards will either be too expensive to place or you will not have enough cards, so Burgerpants or cards like Chilldrake or Igloo are useful. This along with Determination can be a good all rounder deck for newcomers. Other useful cards include Snowdrake, Asriel, Monster Kid, Janitor, Grillby, and Pyrope. This deck's Effect Cards are Force of Nature, Heal, Longevity, Feast and Heal Delivery. |-|Justice==== Justice === This deck is suggested for higher end intermediate players and above. Since Beta 4.5, at the end of the turn of a Justice user, they will deal 1 damage to a random enemy card, this was done in an attempt to further nerf the soul type. This ability will take place before Kindness heals, so a Kindness opponent owning a card with 1HP will be destroyed at the end of the turn if hit. All Effect Cards of this class deal some form of damage, because of this it is important to note that Effect Cards for Justice are often more expensive than those for other soul types. Dealing damage in the way these cards do is essentially the equivalent of having a charge card which ignores taunt. Because of this, it is more expensive than other damage dealing cards from other classes/soul types which have situational damage. These cards used to be cheaper until they were nerfed, but have since been re-adjusted multiple times, despite this they are still extremely effective and allow for some of the best combinations in game. Keeping a handful of 'Punishment' and 'Undyne's Spears' handy gives the player a great advantage when wanting to quickly dispatch an enemy monster or deal the finishing blow by bypassing taunt. Undyne is often used in this deck, it is especially good with Asgore, Woshua, and Heats Flamesman. Other cards which deal damage such as Vulkin, Moldessa, and Tsunderplane are highly useful. Justice typically uses a heavy board control playstyle with various select damage and split damage cards and can excel at most stages of a game if played correctly. Decently Effective against Bravery Zoo, and Determination, typically slightly weaker than Kindness. This decks' Effect Cards are Punishment, Strafe, Undyne's Spears, Explosion, and Headshot.
  • Decks are optional, pre-suggested templates of complementing abilities. There are eleven unique decks for your faction, representing the various specialisations they have taken up to combat darkness—and each other. In addition to the benefits of a deck’s ability synergies, completing a deck will give the character a suit matching the deck's theme. It can be worn by claiming it in the Deck window, and then going to the Dressing Room on your character c.