Hello TEPPEN community! It’s I, iowa, back at it again with the Season 5 & 6 Living Meta Decks/Tier List. The “Living” part means that for every significant meta change, this same webpage will be updated accordingly to reflect the state of the meta. Season 5 introduced a new Hero, Nero from Devil May Cry V, The Devils Awaken expansion, and new mechanics including Growth.

Season 5 & 6 meta will be featured for the TEPPEN World Championship 2019 stage in December. For a lot of players, The Devils Awaken includes many loved Capcom characters, and for the qualified players for the TEPPEN World Championship, it is much more. We are all here to do one thing, play a game we love. Play TEPPEN!

The information available on the website is intended to be a general information resource regarding the games covered. You should not construe this as fact or professional advice. The content on Team Rankstar is designed to support and develop the community. We are not affiliated in any way with Capcom or GungHo Online Entertainment.

Meta Overview 

I’m overjoyed with the design and release of The Devils Awaken. I’ve said in podcasts and recorded collaborations that The Devils Awaken made TEPPEN feel more like a card game. What I mean by that is, The Devils Awaken’s Growth mechanic gave Units more impact in the game. By playing a Unit, there’s a greater sense of reward and in my opinion that helps TEPPEN feel more like a card game and makes the learning curve easier for new players.

In the beginning of Season 5, a lot of control Growth Nero players were in matchmaking. It makes sense that due to a new Hero and mechanic just coming out, this shaped a temporary meta for TEPPEN. That meta is long passed but I note it here in case we ever go back to that meta. That early meta made it difficult for 4 MP Purple, a Tier 1 deck from Season 4, to play because [Beltway] and [Demonic Intimidation] were not able to target the 5 MP Growth Units.

Since then, Ryu took over the top of the leaderboards, and a few other Heroes were able to join Ryu including Rathalos, Nergigante, and Chun-Li. All Heroes are playable in competitive ladder, but the weakest Hero in my opinion is Rathalos. As of November 18th, 2019 writing this meta snapshot, the meta over the past 18 days has shifted numerous times and I believe will continue to do so. New metas will always harbor a variety of playable decks, and it seems like The Devils Awaken is allowing for there to be a lot of different “flavor of the moment.”

For the MetaSnapShot, I categorize decks based on play style: Board Contest, Mana Battery, Combo, and Big Resonate. Deck Codes are available underneath each QR code.

December 3, 2019 UPDATE: For the current meta, I feel that the format is still open. The Tier 1 decks currently seem to be Chun-Li Yawn and Resonate decks. I feel that seals are really strong and that players are noticing that more.

Growth Mechanic

Growth is a new mechanic that functions as a “level up” mechanic for Units. Level ups will fire off various effects depending on the unit. Growth is a new design for Units and has given Units more impact to a game. In my opinion, Growth is healthy and fun. With Growth, timing playing unit combos is more intricate, where most of the times with Growth Units it is optimal to save enough MP to play 2 units to trigger the Growth level up. By playing Growth units this way, the opponent has little to no time to respond.

Meta Snapshot

As of 12/5, the meta is in the state where the Tier 1 decks are really developed archetypes and they all have a good amount of counters to each other and the menacing Ryu meta we had in Season 5. Season 6’s meta has decks in Tier 1 that have a lot of big bodies and shields to help against Ryu. Chun-Li Yawn has a great amount of seals, MP Boost, and board manipulation to survive against the Resonate decks and function as a strong archetype across the board. Nero Mana Battery is arguably the best Mana Battery deck due to its high consistency, strong early game because Devil Breaker is at a low cost of 15 AP, and board clear with Devil Breaker’s spillover. Big Resonate decks have become highly consistent with [Surge of Demonic Power] due to being able to stall the game and guarantee a win as soon as they draw it. In addition Big Resonate was already strong due to overwhelming threats and efficiently board locking the opponent. Arguably, Morrigan 3.5 is either a Tier 1 deck or Tier 2, where in this Meta Snapshot the deck exists as a Tier 1 because it is a deck with a lot of utility, consistent match ups, and scales heavily based on the player’s skill. Because of this, many players that play Morrigan 3.5 have the ability to beat out most of the field. Even though Morrigan 3.5 arguably does have an inherent weakness to Chun-Li Yawn Growth, Morrigan 3.5 can tech in optional utilities to fight that match up.

All the Tier 2 decks listed in the Tier List are still played and exist in the meta. Those decks are generally the ones that are less consistent and have a limited amount of options to fight Tier 1 decks, however they can and do still compete in the meta against Tier 1’s.

Tier List

The tier list is broken down to 4 tiers. Tier 0 is when a deck has strong match ups across the board and is very difficult to beat. Tier 1 are decks that are consistent but can be beaten. Tier 2 are decent decks that are consistent enough to exist in the meta, but are not inherently overwhelming based on the current meta. Tier 3 are decks that are not played very much due to low popularity and lower consistency.

Tier 0

None

Tier 1

Chun-Li Yawn, Nero Mana Battery, Dante Resonate, Morrigan Resonate, Morrigan 3.5

Tier 2

Ryu Growth, Rathalos Mana Battery, Jill Explore, Nero True Power, Wesker Dark Destruction, Nergigante Mana Battery

Tier 3

X, Chun-Li Kikosho

Deck Archetypes

Board Contest

Decks that contest the board focus on maximizing the use of their cards in the opening hand and plays for the rest of the game. This is achieved by playing cards with synergy in conjunction to either strengthen the player’s board or hurt the enemy board. A tactic commonly used with these types of decks is wait until 10MP, and then play the cards in quick succession. Trigger their abilities to fortify the board or hurt the enemy board. Board contest decks are best played reactively.

Mana Battery

Mana Battery decks excel in board trading by placing MP Boost units to increase MP gain, buff their units to trade, and once the Mana Battery deck wins board, they snowball. Mana Battery decks by nature are dual color decks and are forced to play cards first usually in the mono color match up. Mana Battery decks in all games always set their own pace and try to gain massive advantage on board.

Combo

Most combo decks rely on one specific strategy as their win condition.

Big Resonate

Big Resonate has gotten a lot better and more consistent due to the new card Surge of Demonic Power. Surge of Demonic Power, when it is drawn, it is always a strong card to play throughout all times in the game except for the mirror. In all matchups besides the mirror, Surge of Demonic Power is always good to play. A hidden value to Surge of Demonic Power is that it lowers the rate of your opponent getting to their Hero Art due to changing their MP cost to 1. Surge of Demonic Power will always provide more value for the Resonate player and helps immensely with board locking. The goal of Big Resonate is to board lock the opponent, have one unit that does a lot of damage, make that Unit unblockable, and use actions and Hero Arts to manipulate the board and out damage the opponent over time.

Meta Decks

T2 Ryu Shinku Hadoken Growth

Hero Art: Shinku Hadoken

Deal 7 damage to target enemy unit.

Deck Type: Split Damage Control/Board Contest

Difficulty: (4.0/5.0)

Viability: (4.5/5.0)

Strength: Hard control options ie. burn the enemy board.

Weakness: Our only win condition is chip damage, relying on keeping the opponent’s board in check. If we fail to clear the board, we lose.

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Advanced

Ryu Shinku Hadoken is the original archetype of 2-for-1s. A lot of Ryu’s card choices are Units that have on-play split damage abilities. Because of this, Ryu gets to play decent stat Units to fight for him and destroy enemy Units almost instantly. This results in Ryu having Unit(s) and an MP lead. Because Ryu destroyed the enemy unit and kept ahead on Units on board, this gives Ryu players a MP lead, meaning that Ryu has everything to show for the MP they spent, and the opponent has nothing to show for the MP they spent. This strategy paired with Shinku Hadoken just makes Ryu a monster at controlling the board.

Ryu relies on clearing the board and pushing chip damage, meaning small amounts of damage hitting the opponent over time. Ryu will not have many ways to push a large amount of damage quickly besides [Fate Defying Ryu]. Ryu not having many ways to push a large amount of damage makes a lot the Ryu players’ games rely heavily on clearing the board. Normally if Ryu cannot clear the enemy board state for any reason, it becomes a losing game for the Ryu player.

Opening Play

Conserve enough MP for 2-3 Units and reactivly destroy the first unit your opponent plays using your burn units.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to – do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T2 Rathalos Wrath Awoken

Hero Art: Wrath Awoken

Give target friendly unit flight and +X damage where X is the number of times you have played an action that buffs damage.

Deck Type: Mana Battery Tempo

Difficulty: (3.5/5.0)

Viability: (4.0/5.0)

Strength: Strong trades and direct face damage.

Weakness: If our units constantly get removed, we lose. 5MP cap.

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Advanced

 Rathalos has the unique ability to give flying to his units through his Hero Art “Wrath Awoken,” dealing massive face damage and can be used to boost a unit before blocking for a trade. In the current meta, shields have more value than they ever had before. Most Mana Battery decks will now option for 4-5 shields [Block] and [Wall Jump]. With a flight unit, Rathalos can use shield to protect the unit and send another attack line. Each shield translates to another direct hit if the unit is not shut down by other means outside of trading unit damage. 

Opening Play

Play 2-3 MP Boost Units, if your opponent plays a Unit in front of any of them in any given time, immediately try to win that lane by buffing.

Matchup Concepts

  1. Board Contest – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  2. Mana Battery – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  3. Combo – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  4. Big Resonate – Play one unit and buff it early to speed up the game, play more units and spread your buffs to create multiple threats, save your [Disarm] for big threats. Remember you can use your Hero Art to help trade out Big Resonate’s threat.

T2 Jill Valentine Antibody Activation Explore

Hero Art: Antibody Activation

If you have explored 3 or more times, target friendly unit gets +1/+3 and <Shield>.

Deck Type: Explore Tempo/Board Contest

Difficulty: (4.0/5.0)

Viability: (4.5/5.0)

Strength: Strong board trades with Hero Art.

Weakness: Limited by Explore cards options.

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Advanced

Jill Explore has a little bit of everything when it comes to their deck kit. Removal, strong units, buffs, and shields. Jill excels in decent board trades by powering up her Units on the board, giving them a shield, more damage, and more health. Jill’s kit is not inherently explosive but gets a lot of value from board control.

Jill’s kit has multiple combinations of plays that the player can sequence with their MP. Playing Jill requires the Jill to have matchup knowledge and timing the use of the Jill player’s cards according to the matchup. Jill’s bread and butter is her Hero Art – a Jill player must use their Hero Art on a worthwhile target to be able to establish pressure against the opponent. Generally, good value plays are using [Detonate] from [Hell Bat] and [Guile], [Claire Redfield] to deal 6 damage, and [Nash] because [Nash] has large stats.

Opening Play

Play Explore Units as soon as possible to pressure your opponent. Try to get to 3 Explores as soon as possible.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to, do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T1 Chun-Li Yawn Ramp – Taiga

Hero Art: Yawn

Gives “when this unit leaves the field: gain 4 MP” to a friendly unit.

Deck Type: MP Ramp/Board Contest

Difficulty: (5.0/5.0)

Viability: (4.5/5.0)

Strength: Using Yawn Hero Art to ramp MP, making great trades and apply constant pressure.

Weakness: Relies on pressuring the board, no ways to inflict direct damage, susceptible to board lock.

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Advanced

Mono Green has always been a Tier 3 archetype until Season 5 with the release of The Devils Awaken. Chun-Li Yawn has gotten massively stronger and popular after The Devils Awaken introduced many new growth units that compete in board trades. Yawn has always been a strong Hero Art, but I believe the new units strengthened the value of running Chun-Li Yawn. Chun-Li Yawn excels in board trade, MP acceleration, and board pressure.

It is very important to Yawn your units that you are sure will die. Timing a Yawn when your opponent plays a unit or has Hero Art removal ready is key. Do not Yawn targets that will live from a fight, because your opponent will leave that Yawn unit alone unless it is a large threat. [Basarios] if used as a Yawn target, when flipped from Growth, will trigger Yawn to gain 4 MP. I like to Yawn [Iris] as well, as Yawn on [Iris] means that you will gain MP regardless of what happens. If Iris lives you gain MP, if she dies, you gain MP. The best way to win with Chun-Li, is to force board trades, win board, and Yawn will allow you to apply constant pressure.

Opening Play

Try to save 10 MP, then play [G] then [Iris]. If no [G], play [Basarios] early to get damage in, then drop [Iris] as soon as possible to flip [Basarios]. Try to trigger [G] and [Gravios]’s 2nd Growth ability as soon as possible.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to, do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T3 Chun-Li Kikosho Swarm – Tarakoman

Hero Art: Kikosho

Gives <Shield> to all friendly units.

Deck Type: Flight Swarm Combo

Difficulty: (3.5/5.0)

Viability: (3.5/5.0)

Strength: Amazing defense.

Weakness: Requires 3 Units to set up.

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Advanced

This was Tarakoman’s deck that fought against Hayakeo’s Rathalos in the WC JP Qualifiers tournament. This deck is exceptional for defense due to having MP Boost Units for swarm, meaning flooding the board. When the player can finally have 3 Units, [Ancestral Ceremony] is the key combo card for the deck because it turns all friendly units into 3/6 fliers as long as there are 3 friendly Units when the action resolves. The deck uses shields and Kikosho to protect board pieces and eventually with Ancestral Ceremony, which will be very useful to continue pushing damage while protecting friendly Units.

Opening Play

Play a bunch of MP Boost Units and protect them. Then use [Ancestral Ceremony].

Matchup Concepts

  1. Board Contest – Protect your units and draw Ancestral Ceremony.
  2. Mana Battery – Protect your units and draw Ancestral Ceremony.
  3. Combo – Protect your units and draw Ancestral Ceremony.
  4. Big Resonate – Protect your units and draw Ancestral Ceremony. Cycle for [Disarm].

T1 Nero Devil Breaker

Hero Art: Devil Breaker

Gives a friendly unit +3 Attack and <Spillover> effective for one attack.

Deck Type: Mana Battery/Board Control

Difficulty: (3.0/5.0)

Viability: (5.0/5.0)

Strength: Low AP Hero Art, Hero Art board clear, and snowball.

Weakness: If Nero doesn’t win early, he can get grinded out

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Advanced

While Mana Batteries are an archetype that have existed for awhile, Nero Devil Breaker is a new addition. Similar to Spike Launch, Nero Devil Breaker has the option to board wipe, buff units, and utilize MP Boost Units to snowball. Some benefits to Nero, as to why you would run Nero over Nergigante, is that the Hero Art is cheaper and pressure spikes earlier.

One of the best combos with this deck is [Nidhogg] and Devil Breaker, where [Nidhogg] having combo will double the damage off of Devil Breaker and will double the spillover damage, meaning that board clears are much more effective. In the current meta, shields have more value than they ever had before. Most Mana Battery decks will now option for 4-5 shields [Block] and [Wall Jump]. Because we are running a Black Green variant, we run [Forbidden Fruit], and it is definitely a good card to protect your units.

Opening Play

Play 2-3 MP Boost Units, if your opponent plays a Unit in front of any of them in any given time, immediately try to win that lane by buffing.

Matchup Concepts

  1. Board Contest – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  2. Mana Battery – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  3. Combo – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  4. Big Resonate – Play one unit and buff it early to speed up the game, play more units and spread your buffs to create multiple threats, save your [Disarm] for big threats. Remember you can use your Hero Art to help trade out Big Resonate’s threat.

T2 Nero True Power Growth

Hero Art: True Power

Increases the level of a friendly unit with <Growth> by 1.

Deck Type: Control/Board Contest

Difficulty: (3.0/5.0)

Viability: (5.0/5.0)

Strength: Strong early board clear, and strong units.

Weakness: Can get locked or out traded, generally will win most trades.

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Advanced

Nero True Power was the first Nero deck that came out of The Devils Awaken and is still very powerful. Nero True Power featured The Devils Awaken green Units very well, showing [G] and [Edmond Honda] gave green new ways to board clear for green. Green before did not have the ability to board clear, and now every color can do so. Nero is really good because he can use True Power for very cheap and trigger Growth triggers early, fast, and many times throughout games.

Mulligan for [Diablos] is very strong, where usually a strong [Diablos] start with another 5MP Unit or [Eva] will make [Diablos] hard to beat and snowball. If I have [Rebecca Chambers] in my opening hand with [Diablos], I usually play [Rebecca Chambers] first after I have charged to 10 MP. By doing this, you add +3 AP to your Hero Art because you played [Rebecca Chambers] first, and give [Diablos] more health. By playing these 2 cards in this specific sequence, you have a total of 8 AP. The next play to do is playing a 5MP Unit to trigger both [Rebecca Chambers] and [Diablos]. Now you have 13 AP and can use True Power to trigger [Diablos] to his final growth level. At this time, now you have a 6/23 [Diablos] having only used 13 MP. If you don’t start with [Diablos], [G] is another great unit to start with. I like playing [G], [Rebecca Chambers], [Bubble Crab] in that order to have a strong board and set up a massive board clear early. This deck plays the [Rebecca Chambers] and [Bubble Crab] package,even though most players do not play these cards. By including them you can set up a high health board and make trades with the opponent’s board for some time.

Opening Play

Conserve 10MP then use [G], [Edmond Honda], [Eva], and Nero’s Hero Art True Power in conjunction to damage the enemy board.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to, do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T1 Morrigan Shadow Blade 3.5 MP Purple – Tarakoman

Hero Art: Shadow Blade

Deal 4 damage to an enemy unit. If that unit has flight, deal 6 instead. Gain life equal to the damage dealt.

Deck Type: Control/Board Contest

Difficulty: (5.0/5.0)

Viability: (4.5/5.0)

Strength: Strong trades, board damage, and Unit bounce.

Weakness: Difficult to interact with 5MP+ Units we cannot kill.

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Advanced

Morrigan 3.5 is the new version of Morrigan 4MP. Morrigan 4MP had trouble adjusting to the meta at the beginning of the season because a lot of players were playing Nero Growth, which had a lot of healing and 5MP Units. This made cards like [Beltway], [Four Eyes], and [Demonic Intimidation] unusable. However the meta has shifted to seeing more variance in Ranked matchmaking now that the Nero hype has come down. The deck gets its namesake, Morrigan 3.5, from being a hybrid between 3MP Growth Units and 4MP Operation Raccoon City Units. The deck excels in board trading and bouncing. The Growth Units and [Hell Antenora] from the new set deal a lot of damage to the enemy board, helping Morrigan 3.5 keep up in the Unit effect damage meta. Shadow Blade is often referred to as a smaller version of Ryu’s Shinku Hadoken and is very effective. Shadow Blade is the only Hero Art in the game that gives an alternate win condition, which is gaining so much health and timing out the match: when the timer hits 0, the player with the most health will win the game which is usually the Shadow Blade Morrigan player.

Morrigan 3.5 focuses on using their units to trade and clear board, creating an MP lead while applying pressure. Your goal playing this deck should be to clear the enemy board and reserve MP for big plays like [Tigrex] or additional removal for your opponent’s next play. The deck plays 2x [Soul Return], best used for the Resonate matchup. However in most cases, it serves as a great out to reset the board if Morrigan 3.5 ever has a threat they cannot deal with or lost the MP advantage.

Opening Play

Use [Lupo] or [Hell Antenora] to do early trading, [Beltway] if you have it. If that starting hand is not available, using [Dhalsim] with other units to deal 4 damage to the enemy board is also good.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to, do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T1 Morrigan Temptation Big Resonate – うしscerlet495 / Ushi scerlet495

Hero Art: Temptation

Inflict halt on all enemy units for 13 seconds.

Deck Type: Control Boardlock/Big Resonate

Difficulty: (5.0/5.0)

Viability: (4.5/5.0)

Strength: Opponents will always have very few answers to Big Resonate’s strategy

Weakness: Lose to unfortunate draws or early high damage output from the opponent.

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Advanced

Morrigan with Temptation can charge a lot of MP while controlling the enemy board using her Hero Art. Morrigan will usually win games after using her Hero Art when the opponent is board locked and the Morrigan’s Unit threat goes unanswered.

Opening Play

Cycle until you have at least one Big Resonate threat and one unblockable card. Control the board with Halts but save some of them. Use other cards like [Foresight] or [New Generation Reploids] to cycle. After you have a threat and an unblockable trigger,  if possible play them together in an occupied lane and do your best to protect your Unit.

Matchup Concepts

  1. Board Contest – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  2. Mana Battery – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  3. Combo – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  4. Big Resonate – Play the first Big Resonate threat to force the opponent to play at your pace. Do not over commit, conserve MP in case of setbacks, and try to keep an HP lead.

T1 Dante Big Resonate Rana♡もこもこ / Rana Mokomoko

Hero Art: Devil Trigger

[Dante] takes no damage for 10 seconds.

Deck Type: Control Boardlock/Big Resonate

Difficulty: (5.0/5.0)

Viability: (4.5/5.0)

Strength: Opponents will always have very few answers to Big Resonate’s strategy

Weakness: Lose to unfortunate draws or early high damage output from the opponent.

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Advanced

Dante with Devil Trigger has an easier time surviving early game and searching for [Surge of Demonic Power], making Dante is better at surviving in general. Dante does rely on drawing Halts more than Morrigan.

Opening Play

Cycle until you have at least one Big Resonate threat and one unblockable card. Control the board with Halts but save some. Use other cards like [Foresight] or [New Generation Reploids] to cycle. After you have a threat and an unblockable trigger,  if possible play them together in an occupied lane and do your best to protect your Unit.

Matchup Concepts

  1. Board Contest – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  2. Mana Battery – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  3. Combo – Play your resonate threat at 10MP that way you have more MP to counter your opponent’s attempts to shut down your threat. Keep in mind to board lock the opponent and do not let the opponent’s units die. Use Halt to stop the enemy units from dying.
  4. Big Resonate – Play the first Big Resonate threat to force the opponent to play at your pace. Do not over commit, conserve MP incase of setbacks, and try to keep an HP lead.

T2 Wesker Dark Destruction – つば九郎 / Tsubakuro

Hero Art: Dark Destruction

Destroy a target enemy unit with 5 MP or less.

Deck Type: Midrange Control/Board Contest

Difficulty: (4.0/5.0)

Viability: (4.0/5.0)

Strength: Insane amount of removal

Weakness: Easy to get out traded early game

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Advanced

This deck relies on playing slow, getting good trades, and not falling behind. Upon playing this deck, I found myself getting out traded early game a lot, but [G-Adult] always helps in coming back into the game. [G-Adult] I would almost put next to [Iris] because it buys so much time with their ability. With [G-Adult] our board is flooded with Units to block, and we can sit back and charge MP for our next play. [G-Adult] also feeds Units into our discard pile for [Tainted King Vaal Hazak]. I prefer to use [Tainted King Vaal Hazak] when their attack is lethal – because their attack scales, it’s easy to set up. Once the attack scale is lethal, we play [Tainted King Vaal Hazak] in an empty lane, and hover Dark Destruction over the empty lane to throw unblockable damage by removing any unit the opponent plays.

Opening Play

Every card in this deck is case by case on when it would be a good time to play. Especially with [Tyrant T-103] you want to play it in a lane where he will definitely die. The deck’s success comes from trading but there is not an absolute best starting hand with this deck.

Matchup Concepts

  1. Board Contest – Try to stay ahead on MP, make good value trades. Do not over commit.
  2. Mana Battery – Contest and destroy the MP units as soon as possible.
  3. Combo – Deny their combo condition.
  4. Big Resonate – Play slow and save cards to counter/destroy the Big Resonate’s threat unit when it is played. Wait at 10 MP until they play a unit if you have to, do not feel rushed to play your second unit unless you have no counters to Big Resonate’s threat.

T2 Nergigante Spike Launch

Hero Art: Spike Launch

Split damage equal to sacrificed life points to all enemy units up to 12 points of damage.

Deck Type: Mana Battery Tempo/Board Control

Difficulty: (3.5/5.0)

Viability: (4.5/5.0)

Strength: On demand board clear using Hero Art.

Weakness: We cut our own life, so our life is generally low

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Advanced

Nergigante will want to establish MP Boost units as soon as possible then scale the Units’ attack with buffs. Ideally Nergigante players want to contest lanes and win board before using Hero Art. By using MP Boost Units and buff actions to win lanes, Nergigante will have stocked up their Hero Art to be used to remove a threat and create an even bigger MP lead.

Opening Play

Play 2-3 MP Boost Units, if your opponent plays a Unit in front of any of them in any given time, immediately try to win that lane by buffing.

Matchup Concepts

  1. Board Contest – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  2. Mana Battery – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  3. Combo – Contest their units early and protect your MP Boost Units. Use buffs to win favorable trades.
  4. Big Resonate – Play one unit and buff it early to speed up the game, play more units and spread your buffs to create multiple threats, save your [Disarm] for big threats. Remember you can use your Hero Art to help trade out Big Resonate’s threat.

Budget Decks

Resources

u/Flamefury has two Reddit guides

  • A review over each Hero Art here.
  • TEPPEN Gameplay concepts here.

Joker’s TEPPEN Progression Rewards here.

Gotians Games’ TEPPEN Reap and Craft Guide here.

TEPPEN Fan editted Wiki includes cards and glossary here.

TEPPEN Beginner’s Guide here.

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