[ENGLISH]
I wrote this article last week, but its release was delayed because the Challenge wasn't held.
Please note that card and item prices may differ from current values.
This may seem sudden, but my New Year's resolution is to "save money for the next main set." Specifically, I set a goal of saving 1 million DEC in a year, and will save money every month. So, I thought about the simplest way to earn money.
In the past, DEC came out directly from treasure chests, and sometimes thousands of DEC could be won in jackpots, but now DEC doesn't come out of treasure chests (and of course SPS doesn't come out either), and in order to earn SPS as a reward for winning battles, you need to stake a large amount of SPS, so it's quite difficult to earn it.
You can grow and sell grain on the land, but you'll need to invest in various things, such as land rent, worker card costs, and building costs, so if you try to prepare for it now, you'll end up in the red. Even if you try to earn money by renting, you won't make much unless you have popular cards that can be rented for a high price.
In that case, your only option is to sell the cards you get as a daily bonus on the Frontier. The selling price for a single common or rare card is negligible, with commons selling for 5-10 DEC, rares for 3-25, and the most rares for up to 400 DEC.
However, even rares are mostly priced at under 100 DEC. If you pull the popular MARLAI SINGARIEL, it'll be around 400 DEC, but considering the odds, the average price is probably around 30-60 DEC per day.
However, if you can reach Gold III, you'll receive one Frontier Pack for each daily purchase. So selling these is the most stable source of income.
Note: You must purchase a Spellbook to sell cards and packs, so if you plan to continue playing, it's a good idea to buy one early.
At the rate shown in the image, you'll earn 158 DEC for each sale. If you sell three per day, you'll earn about 480 DEC. If you calculate that you can get 90 packs a month, that's about 14,000 DEC. Well, in reality, I don't have enough energy or time to get 90 packs. ð
If you think about what's actually possible, an 80% utilization rate would give you 72 packs. That's a total of 11,376 DEC per month. If you run eight accounts every day, that's eight times that, or 91,008 DEC. If you keep this up for 12 months, you'll earn 1,092,096 DEC, and you'll reach your goal! ð€©
...Are you stupid? There's no way I can run eight accounts every day. Realistically, three would be the most? Even then, I think it would take quite a while.
If it's three accounts, that would be about 34,000 DEC. Hmm... It's nowhere near my goal, but the discussion isn't moving forward, so that's it for now.
So, with that in mind, let's take a look at how to best play Frontier mode to earn packs.
The above is the summoner on my account, which I mainly use for Frontier mode. As you can see, my summoner level is maxed out at 3. I'm still able to maintain my Gold League rank, so I think Summoner Level 3 is a good goal.
My personal ranking of Frontier elements is as follows:
- Strength: Water > Earth > Death > Fire > Life
- Price: Water > Earth = Death
- Recommended: Water = Earth > Death
The order is as above.
Fire isn't worth buying and strengthening, and Life is clearly weaker than the other elements. Of course, I haven't maxed them out, so it's possible they'd be stronger if I strengthened them...
I recommend starting with Water, Earth, or Death, which are clearly strong, and leveling them to 3. Each element has its own key cards, but each has its own advantages and disadvantages, so it's best to consider these when choosing which element to collect first.
1. Death is the cheapest.
Powerful Epic and Legendary cards can be obtained in Campaign Mode, making it cheaper than Water and Earth. Another advantage of Death is that it's strong even at Summoner Level 2, making it easy to try out.
Death's greatest strength is the presence of Void Tanks. As this card is a common card, it's easy to obtain and very cheap to buy. Since the popular Water deck mainly uses magic attacks, this card is very useful as a counter to Water.
However, it's unfortunate that its attack power is only 1. Magic attackers have low health and are a little difficult to use, so it seems like it takes time to learn which cards to use in which situations. Choosing the best cards for each situation is both fun and difficult.
2. Earth has strong high-durability tanks and long-range attacks.
Earth has excellent tanks, so it has high durability. A very powerful strategy is to endure with this high-durability tank and then attack with long-range or magical attackers.
Raising this tank to level 4 will give it 2 attack power, so you'll want to raise its summoner to level 3. Leveling up attackers also increases their damage, so it's a good idea to raise them as well.
The main fighting force, DREAD TAFARIAN, is an excellent tank with a Heal ability. If you raise him to level 4, his attack power will increase by 2, so you can expect great offensive power.
However, there will be many scenes where DREAD TAFARIAN will fight each other, so it will be important to know how to take out the enemy rear guard first (or protect your own rear guard).
3. Water's magic is simply powerful!
Water's Summoner's +1 magic attack is incredibly powerful. Furthermore, since there are magic attackers in Epic and Legendary, simply lining up magic attackers can win. Ignoring armor and dealing direct damage to health is incredibly powerful in the Frontier environment.
Among them, the Legendary MYSTIC SCALEWAVER is incredibly strong with its high attack power and durability. Cheat! Just having her on the enemy team is enough to prepare you for defeat...
Water's magic is incredibly powerful, but the cards you obtain in Campaign Mode aren't enough to fully utilize her power. You'll need to purchase at least one more MYSTIC SCALEWAVER.
Preferably, you'll also want a SALTWATER MAGE.
Of the three elements above, would you recommend Water as the first one to collect? Earth is fine too, but Water is simply stronger. That's because just one MYSTIC SCALEWEAVER is extremely powerful.
You can really see how strong MYSTIC SCALEWEAVER is by watching an actual battle.
In this battle, all of my opponent's cards are level 1. I'm using level 2 cards, but I don't have MYSTIC SCALEWEAVER...
As the battle progresses, I'm annihilated by her overwhelming power. See, just having one copy of her makes a huge difference, right? ð
If you've just completed the campaign mode, you only have three magic attack units. With these, you can't take advantage of the Summoner's +1 magic attack, so it's best to get SCALEWEAVER and MYSTIC SCALEWEAVER as soon as possible.
In fact, being hit with a barrage of three-point magic attacks is extremely tough. There are almost no counter cards, so you're left helpless. Death's NIM GUARD CAPTAIN has the Void ability, which helps, but this card alone isn't enough to stop it. The magic attacks also hit your back. ð
Both sides have the right cards, so maybe you can somehow win if you can read the magic unit placements.
That's how strong Water is, so I think it's a good idea to start by collecting Water cards. If your win rate improves, you'll move up a league and receive treasure chests. If you're lucky and draw a strong card here, your win rate will improve even further.
Try to get as many daily bonuses as you can. If you're really lucky, you might even be able to draw a summoner or legendary card here.
This time we've only talked about Water, but there are also cards that are good to have on hand for Earth and Death. It's a good idea to start by collecting strong cards of these three elements to increase your win rate.
If you've become interested after reading this article, be sure to register an account and give it a try.
The images below include the BATTLE URL with a referral link.
If you are thinking of getting started, take a look at the BATTLE before you sign up.
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