D-Spirits Signals, Signs and Strategy

I’ve now had a chance to explore D-Spirits a bit. It’s a relatively new game, and I admit that I’m far from mastering it. In fact, I’ll likely need some extra time to process the ways where D-Spirits strategy diverges from Magic: the Gathering strategy (which is my background). Nevertheless, I’m ready to share a few of my thoughts about the strategy and feel of the game.

Find my first impressions here:


You Can’t Control the Game

So far, D-Spirits hasn’t felt like a game that you can fully control. By that I mean, you can slow down the action, but you can’t “lock things up” or preserve the game in a state that’s favorable for you.

You should expect your SP to trend steadily (sometimes unsteadily) downward. You should expect your Spirits to die and be sent to the D-World. 


Multiple Cards Per Turn

So instead of controlling the game, I like to focus on forcing the action, and doing things at a pace my opponent isn’t comfortable with. Specifically, I like to focus on doing multiple things per turn. 

The normal rules of the game allow you to summon one Spirit per turn from your hand to the field. That’s not particularly special, and I’ve found Spirits which can only be summoned in this way to be fairly mediocre (or at least easily replaceable). 


Super D-Summons

Instead, I like to focus on Super D-Summons. By meeting certain conditions, you can Super D-Summon a Spirit, and you’re not restricted to only one per turn. In the best case scenario, you can Super D-Summon from your deck rather than your hand, which puts you ahead on resources and means you never even have to bother drawing your key cards!


Deck Size

In MTG, basic strategy suggests that you should play the minimum number of cards (usually 40 or 60) in order to maximize the chances of drawing your best cards. 

In D-Spirits, your D-Squad deck can be between 15 to 20 cards, and your Signal and Signs deck can be between 10 to 20 cards. Those numbers are pretty small, and there’s downside to running out during a game. Plus, there are other uses for cards in your deck, including Super D-Summons, and cards like Restore, which allow you to discard cards from your deck for a benefit.

As such, I lean closer towards wanting the maximum number of cards in each deck, rather than the minimum. 


Signal and Signs

Signals and Signs are another way to play multiple cards in a turn, and I think they’re great. 

Whenever you draw a card, you get to choose which deck to draw from, and I’ve found that I prefer drawing from my Signal and Signs deck more often than my D-Squad deck. 

I only need a small number of Spirits in my hand to perform my normal summons, so I mostly want to fill my D-Squad deck with Spirits that create value while being in the deck rather than only offering me something when I’m lucky enough to draw them. Making a lot of Super D-Summons from the deck while devoting my cards-in-hand resources towards Signals and Signs has felt like a strong strategy. 

I’ve already mentioned Restore as a way to convert unused, undrawn cards in deck into SP. Here are a few other Signals and Signs that I particularly like:

In MTG, drawing multiple cards for little or no resource investment would be exceptionally powerful, and the same seems true for D-Spirits. You’re allowed to double-up on exactly one Signal and Signs card in your deck, and I intend to pick Greediness until I find something better.

Note the lightning bolt symbol next to the name, which means that Spirit Break can be used at any time, not simply during your Start Step and Closing Step. This is very strong, and represents another way to break the normal pacing of a game. It’s so much better to keep a Spirit on the field by using Spirit Break to win a fight, compared to having that Spirit die and trying to rebuild the following turn by using a slow-paced normal summon. 

If I’m really into Super D-Summoning, maybe other people will be too. If you can take the first turn, make all of your Super D-Summons, and then play Seal Blockage in your Closing Step, you might just get a big advantage. 

Destroying all Spirits on the field just seems like a massively powerful effect for one card.

Let me know what you think of the D-Spirits game, and if any individual cards have impressed you so far!

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