Tech Pieces (Advanced Deck Building)

Alright, you’ve got a nifty deck all finished up, but say, you have a few flex slots left that need to be filled. Perfect! Tech pieces are just the type of card you need to fill in those gaps and round out your deck.

Tech pieces are those one or two cards that you place in a deck to help deal with a specific scenario or to help cheat out a unique effect that your other cards don’t provide. The general rule of thumb for what counts as a tech card is that they are meant to be used in a pinch or they fulfill a unique role. If the card is relied on in mass quantities or is tied to your game plan, generally speaking, the card will likely not be a tech card.

PRD/W84-032S-SR メルクリウス財団会長 アキノ

Tech cards are meant to be rare pieces that are more of an afterthought rather than your main sought out game plan. They are not necessary for your build by any means, but they are nice to have and use in certain situations. You should not be reliant upon them for your general gameplay use, but if you so happen to stumble upon them, it would be a nice benefit, assuming your situation requires them.

Tech pieces are niche. Their existences are meant only to counter specific match-ups or certain cards. Alternatively, they provide some sort of value to the player, but they are not consistent enough or worth running in multiple batches. Take the Akino above for example. Akino has a rare ability in the early game to force swap your opponent’s cards. Under most scenarios, Akino would generally have little effect on the stage, particularly if your opponent fields multiple powerful level zeros that can wipe your entire field.

However, if your opponent has only a small amount of playables, and your opponent is reliant on reversing some other card, Akino can potentially taunt a switch and save your other card from being reversed. This is a very special circumstance that is unlikely to occur every game, and as such, Akino fits this role perfectly should the stars align in that way.

ALL/SE37-P02S-PR “レギオン、集結”一葉

Take this Kazuha as another example. As a 3000 powered beater with a negative downside, Kazuha isn’t very impressive in terms of combat. However, her first effect allows you to charge an extra stock outside of combat by choosing and placing a card from hand into your stock when she is played onto stage from hand. Given how the modern game provides so much excess hand, Kazuha is able to turn your extra hand into even more advantage rather than letting the extra hand go to discard at the end of turn. Furthermore, even at turn one, you can even send an unwanted card, say a level three card or a climax into stock, and then brainstorm that same turn to try and turn that card into further advantage.

These scenarios above sound great and all, but these scenarios aren’t something that you’ll be likely encountering all the time. Circumstances change, and you may find a game where you have very little hand. In these scenarios, Kazuha acts as a disadvantaged vanilla in hand. There may also be better ways to use your hand than turbo charge your stock.

You should consider tech cards as options for your flex slots. After your core deck is built, if you find there are any slots remaining, consider thinking of these unique utility cards to fill those empty holes in your deck.