spaidsjustin wrote: ↑03 September 2025, 17:56
thank you very much for the reply, its very detailed, but id like to follow up a question when do your start(round)
to build your strategy,?, does selling cards at the early part of the game good?,
It varies quite a bit from game to game depending on what cards you get and how connected they are. Regardless, each game with begin with players being "completely open", looking to pick the best available cards. Players should gradually slide from "open" to focused as the early/mid game progresses. You could visualize this as a radar chart where you start empty in the middle and the chart expands into multiple directions as you accumulate cards. Some cards will slightly "nudge" you a specific direction with soft synergy, others will "lean" you in a specific direction, and a powerful card at the right moment will be strong enough to "push" you towards a specific build.
At lower player counts there are less cards which means players will have to rely on fitting multiple different scoring strategies together compared to high player counts where hyper focused builds are the norm. In our friendly 4p game there was a distinct family/Balog+Freyja/heavy water build that 3 of us were able to collect cards for early and continue to grow so it was pretty straightforward. In 2p it is much more difficult and requires patience and the skills to be flexible. In return, the scoring standards for 2p is lower so hitting mid 60s Round 8 is quite solid, but would be insufficient in a 3p or 4p game against strong opponents.
Some cards like Undine Queen are going to be so universal that they boost every strategy while giving a slight nudge to water, but others are more narrow, but with high potential like Sand Giant or Boreas (threats!).
https://valeofeternity.wiki.gg/wiki/All_Cards
In general I would say that selling most cards in the early game is not good because holding more cards in your hand early allows for more opportunities to builds combos or synergy. Besides high selling, highly situational cards like Gust or Harpy, most cards should be held onto early unless you have an immediate use for the stones. If you are selling to summon a good stone generator (Undine Queen) or scoring engine (Nessie, Freyja) then you will be incentivized to sell earlier so you can get more value from them in your area. If you have nothing beneficial to summon then you should lean more towards taming cards, selling only the very worst cards.
Even more, if you are selling Fire or Earth cards they will fill up your stone space very quickly so you want to minimize stone loss when doing so. Getting more familiar with the stone management and card costs in this game will help you make better decisions. If you are holding (3)(1) stones from an early Harpy sell and are considering tame/sell on something like Surtr without an immediate use for the stones (like described above) you should really lean towards holding it. (3)(1) is already 4 stone value which is a great benchmark for early game stone storage since it can already summon a wide range of useful early game cards, quite a bit more than only 3 value. Selling Surtr here would only provide (1)(1) in stone value, a very weak sell.
Thinking further on it, what does a player gain from going from (3)(1) to (3)(1)(1)(1) in stone value? The ability to summon cards that cost 5 or 6 and then ability to summon multiple cards with a combined cost up to 6. When I look through the card list I see the biggest spikes in early summon card quality at 3, 4, and 7. There are not many solid, proactive cards that cost 5 or 6 to incentivize me to sell. Valkyrie, Genie Exalted, and Odin stand out, but these are more mid-game cards based on their effects. At 7 cost there are Freyja and Griffon which are the most expensive and heaviest sand timer effects in the game and they cost 7 for a reason (balance), which is why I consider 7 to be a power spike.
If you oversell in the early game:
1) you are more relying on luck to find cards that want to be summoned immediately.
2) you are much less likely to create meaningful synergy in the early/mid game if you have less cards in hand.
3) cards that care about how many card are in your hand become meaningfully worse (there are at least 4 cards).
Holding cards in the early game and waiting is totally fine. Some cards like Balog are combo cards with enough viable pieces and enough upside to be worth holding. Other cards like Behemoth or Gi-rin are just solid overall scoring cards for late game with low synergy requirements. I would consider accumulating "points in hand" to be meaningfully advancing your game plan, reducing the scoring requirement from your future picks.