TEPPEN – Five Tips to Improve

Contrary to what you might think, TEPPEN is a surprisingly deep card game. Every character has a gimmick and play style based off said gimmick, plus a wide variety of ways to counter this and that. For instance, X is good at generating health, but a nice flying deck will make all that health moot. Likewise, Nergigante is great at just ending great moves. Giving like three health to kill a card with flight, 12 attack and 25 health is a trade any player would give, but most of the time success hinges on your ability to read situations and build a fair deck. While these tips won’t make you successful, it will make the path far easier.

You Can Craft Any Card You Need

If you’ve played a card game, be it digital or physical, the hardest part is always obtaining the right cards. A secret rare here, promotional card there and success and failure could be hundreds of dollars away. However, TEPPEN makes it very easy, provided you have the souls.

While most players likely know you can exchange souls to craft unlocked cards, they can also be used to craft cards that are not in your possession. By going to cards, selecting view/craft card and clicking all at the top, you can actually make any card in the game. This is great for anyone looking to build a specific deck, as you can remove RNG from the equation entirely. After I got lucky by getting the legendary I wanted, I crafted a number of cards and have found a lot of success.

That being said, there are two exceptions. Golden, which is what TEPPEN calls the holographic cards, and secret rare are not something you can craft.

Secret Rare Cards Are Nothing Special

Given these and golden cards can’t be crafted, there is some obvious desire to obtain them. I know the second I saw Xeno’jiiva I wanted it and after getting it, I felt like I won, but they’re nothing special. The only difference between the normal and secret version of Xeno’jiiva, Sakura, Chris and Zombie is look. Sure, the animation is cool and they’re always golden but there are no benefit to either card beyond what the normal one does. So, if you really want, say, Sakura, there is no difference between crafting the normal one for 200 and having the secret one.

Have a Consistent Play Style

Some of the worst players I face try to mix and match. Sometimes they buff, other times they debuff, where as it’s significantly harder if everything can be used together. For instance, one of the simplest play styles is Ryu and just using cards that damage random units, making it easy to just burn enemies. A lot of times I wait for an attack, throw down a card for guaranteed damage and finish the unit off with some kind of effect card. This works, though I’ve seen other styles that destroy me doing the same thing.

Baiting is a Fantastic Way to Punish

The downside to a consistent play style is having an idea of what the enemy is going to potentially do. Someone who buffs a lot will continue to do that, just like an attacker will attack. Since you get two bars when someone uses an effect card, a fantastic strategy is to burn try to burn them.

So, if my best attacker has one health and you use a card to destroy it, maybe I add some health or use a card that negatively impacts me. It doesn’t matter if I destroy that card, I’m going to lose it anyway, but now they take a hit without really impacting my flow. The most important thing to remember is, the order goes from most recent to least recent.

There has been times someone used a card to increase their units health from one to six so they can continue to dominate me and I just used barrel bomb. Provided they have no follow up, it will destroy their card before it can receive the additional health, plus the enemy hero loses three health for trying to be smart. It’s a great tactic that can win a lot of games.

Find a Balance Between Fighters and Effects

In addition to baiting some people, sometimes I like to wait to see what they’ll do. Every now and then, thanks to bad luck and/or poor deck design, they have nothing but effects. And, as long as they can’t trigger one, they’ll eventually die. As long as you can run out the clock and/or can win with whatever is on the field, this will work. You just want to make sure you’re not the sorry person who has to desperately use cards in hopes you can turn the tide before it’s too late.