- Like in PvE, most original decks still work just fine. Classic original pvp decks with absolutely no modifications have been top performers in most leagues.
- Most of the time PvP is still unupped, though there's no reason that needs to continue to be the case.
- PvP meta is a lot less explored here due to the smaller pbase. However, the much stronger AI means PvP quality is a lot easier to determine from AI battles.
- They happen sometimes.
- At the moment they basically happen whenever there's 4-6 people who say they want to be in one. If you want to be in one, say so.
- Prizes similar to original, including nymphs/marks. While we have a low player base, I have lately been bumping up the lower prizes to ensure everyone that participates walks away with a healthy reward even if they don't do well.
- The most common event has been league, which functions similar to on original, though with lower requirements to enter. These tend to run monthly any time there are enough people expressing an interest.
- Real time tournaments (with prizes) can be organized on the fly at any time there's enough participants, so speak up.
- Custom AI, but with another person.
- Or 2v2. Or 1v1v1.
- Can still break the rules. So you can PvP as a demigod. Or with 15 card decks. Have fun.
- Six unupped copies makes an upped copy. There is no gold cost.
- Except pillars/pends. You have unlimited unupped pillars pends. Upgraded towers/pendulums cost 50 gold.
- You can downgrade an upped card into six unupped cards. There is also no gold cost. So you can swap them back and forth.
- In fact, there are buttons on the upgrade screen to do this for you quickly. "Autoconvert" will go through your collection and make sure you have six unupped copies of every card and otherwise make as many upgraded cards as you can. "Full convert" makes as many upgraded copies as you are able with your collection without reserving any. So if you want to play upped, full convert. When you want to pvp, autoconvert and you'll have an unupped playset available. If you don't mind swapping back and forth, there's no longer a need to own both upped and unupped playsets.
- A functional playset requires 36 unupped copies of each card (six upped copies that you can autoconvert to an unupped set).
- A full playset requires 42 unupped copies of each card.
- Remember that you can build and store decks with cards you don't currently have so your saved decks won't be ruined if you autoconvert or fullconvert some cards in them. You can build unupped pvp decks and then fullconvert to go grind the AI.
- Shinies are a thing.
- Six unupped cards make an unupped shiny. Six upped cards or six unupped shinies make an upped shiny. So a full set of upped shinies requires 216 unupped copies of each card.
- Shinies are purely aesthetic. They are price-wise a second tier of upgrade, but they do not change the card in any way.
- Except they invert its color and make it shimmer. Some of them also have alternate art.
- This is the current long-term grindable collectible. Comments about why in "economy".
- Instead of all unupgraded cards costing basically the same and all upgraded cards costing basically the same, card cost now varies with card rarity.
- Rarities don't particularly correlate with power. In fact, I would personally say commons contain the most "powerful" cards. Rarity roughly correlates to how complicated or weird a card is, or to whether you'll typically want a lot of copies of them in your deck.
- Commons are worth 1.375g each unupped, and 8.25g upped. They are easiest to get from bronze packs. They are typically very basic, straightforward staple cards. Many 6-ofs are common.
- Uncommons are worth 5g each unupped, and 30g upped. They are easiest to get from silver packs. They are typically more complex cards and support cards.
- Rares are worth 30g each unupped, and 180g upped. They are easiest to get from gold packs. They are often niche cards, in-element weapons, and things like miracle that are often used with lower copies.
- Shards are their own rarity, worth 35g each unupped, and 210g upped. They mostly come from platinum packs.
- Nymphs are also a separate rarity. Nymph packs cost 250g and have a 100% chance to give you the nymph you want, so you can functionally purchase nymphs straight across for gold. Upped ones are made by combining six unupped, just like most other cards. Nymphs were made purchaseable to ensure that pvp was available at an equal footing. Shiny nymphs have the same rarity and means of acquisition as nymphs in original for the collectors.
- When I talk about card cost or card value (and when the game talks about it), it's derived from a bronze pack. Packs are discussed more below, but a bronze pack costs 15g and contains 10 commons which each have a chance to become an uncommon. So, the price of a common would be 1.5g, but after factoring in the value of the chance to become an uncommon, it becomes 1.375g per common. Then, knowing the value of a common, you can look at a silver pack, subtract the value of the commons, and determine the value of the remaining uncommons (factoring in the chance to upgrade rarity). Repeat for gold and platinum.
- Pillars/pendulums are their own rarity. You have unlimited unupped pillars and pendulums for free. Upped towers/pends cost 50g each. They are one of the best places to put your first handful of gold.
- Note that an unupped rare costs 30g while an upped common only costs a bit over 8. One of the biggest things you can do for yourself is force yourself to stop thinking an upped card costs an entire unupped deck. You could have two unupped arsenics or you could have six upped giant frogs plus two upped long swords for about the same price.
- There is essentially one pack quality for each rarity, and it is easiest to get each rarity from their corresponding quality. Meaning the highest proportion of your money will go to cards of that rarity.
- Bronze=common, silver=uncommon, gold=rare, platinum=shard, nymph=nymph.
- You can also select an element focus. Or, you can select "chroma" (upper left), which will mean chroma (e.g. short sword) focus. Or, you can select random (lower right), which will mean no focus. Besides random, the focus you choose will be approximately 50% of the cards in any pack you buy. The others will be random elements.
- Cards in a pack have a chance to upgrade (once) to the next level of rarity. Each pack has about the same chance of having a rarity upgrade in it, regardless of how many cards are in the pack.
- You can bulk buy packs. Beyond a certain number of cards, it won't show anything when you clicked buy (because you bought too many cards to render on the screen). Watch your gold go down. You bought it and can look at what you bought in editor.
- Your starter account came with some free packs which you should redeem if you haven't already. You should have gotten at least one each of bronze/silver/gold.
- This seems like a fine place to mention that every starter element's starting cards value is within three seconds of grinding time of any other starter, so you don't have to worry about any choice starting with more money.
- You can trade with people.
- You can also trade gold (i.e. buy/sell) directly.
- Bazaar is also a thing, which is a public buy/sell market for cards.
- In bazaar, you can sell cards at any price you want, and other players can browse the offers and buy what they want if they like the price.
- You can also put up "buy" orders for cards that aren't for sale, and people can see they are wanted and have the option of selling you the card at the price you requested.
- Bazaar will also allow you to sell cards back "to the bank" straight for gold without waiting for another player. Bazaar lists an auto-sell price for each card. Anything you put up for sale for that price or lower will be automatically purchased by the bazaar.
- Some, but very few, cards are bound to your account. You cannot trade or sell bound cards. Most notably, your starter cards are bound, so you can't just farm starter cards and trade them to your main. I think daily cards are also bound? Shiny nymphs are I'm pretty sure. That's probably about it. (edit: serp reminds me daily cards rarer than common are account-bound.) Maybe some quest rewards? I don't remember. But basically almost nothing. But if you are trying to sell/trade your last copy of something and you can't, that's probably why.
- First, just note that any time I'm talking about original's economy, I'm talking about original's economy after the most recent content patch back in like 2012 or whenever. With fully functional, lively, and frequently shifting arenas. I am not talking about the current free-money-button in arena that exists in original.
- The oetg economy is built to make pvp very accessible. If you like having a pvp advantage from luck or grinding, this will annoy you. Sorry.
- It is quite possible to have a full unupped pvp playset (including nymphs and shards) the day you create your account. It doesn't even take all day. If you focus on building the like 20 pvp decks you want most, you can be done in a couple hours.
- Upped takes quite a bit longer, but it's still much faster than original (pre-broken arena remember). A full upped playset could probably still be done in a week but it might be pretty grueling. Two weeks is certainly an option.
- Shinies exist as the long term grinding goal currently. It takes a very long time (similar to, possibly longer than, full TE in original with functioning arena).
- We hope to add additional long term collection goals, including alternate art.
- However, anything that affects in-game performance will remain easy to get. This won't be either pay-to-win or grind-to-win. Grind-to-show-off. That's all.
- If you don't like to grind and just like pvp, you'll be done grinding about when you figure out what 1/3 of the cards you don't recognize do. If you do like to grind, you have a lot of collecting to do and can show off what you collect.
- The goal is for every AI target to be a viable grinding target. Every archetype should be a viable grinding archetype (within reason). This isn't perfectly completed, but it's pretty close. You can make good money grinding commoners. You can make good money playing stalls.
- A lot of that is win streaks. Your reward will go up for win streaks within a target. The rate and the cap depend on the target. Your streak saves with the specific target and will remain even if you go do something else or log out.
- There are also a lot of bonuses for performance in a battle. Think EM except for a lot more things than having full health. There's a full list of them somewhere in here. Bonuses are also where your ending hp is calculated.
- After-game bonuses (including coliseum bonus for the two duel battles, and age tax in arena) are additive. So if you have a +50% lots-of-hp bonus, +400% coliseum bonus, and +30% for decking them out, you get +480%. If you have a +100% lots-of-hp bonus and a -50% arena age tax, you have a +50% bonus. Overall bonus is applied to the target's base reward to calculate your final gold reward. Win streak bonus, unlike everything else, is multiplicative with the other bonuses.
- You automatically successfully spin exactly one card from every opponent you defeat. Shards and nymphs can't be spun (no relics - it'll just spin something else). Pillars/pends/towers can't either.
- Original has UEI. Oetg has OUEI. It stands for openEtG UEI. OUEI is very different from UEI in one exceptionally important manner. UEI is gold per hour. OUEI is gold per second. Yes. It's not a joke. It may have once been a joke.
- But it isn't a joke. It's actually an extremely handy way of looking at gold gain. You can also convert OUEI into gold/hour (multiply by 3600). 2.8 OUEI is about 10k gold/hour.
- I said it's handy because in practice, an OUEI between 0 and 1 is not a good grinding deck. 1 and 2 is early game profitable or late game untuned decks. Anything between 2 and 3 is good. If it's between 3 and 4, we are probably going to look at it closely to see if it's OP. If it's steadily above 4, it's almost definitely OP.
- OUEI is very personal at the moment, since it's based on your actual time. There's a large amount of YMMV.
- On that note, though, the game will take stats (including full OUEI) for you, in the stats tab. You can copy that output into a spreadsheet linked on the forum and it will spit out all the stats of your run for you automatically, no effort required.
- There's also AOUEI (abstracted OUEI) which I haven't released yet, which depersonalizes the very personal OUEI in basically the same manner that UEI is abstracted across players.
- Whole bunch of decks tested in the forums if you're looking for ideas. Lots of stuff changes though so tests are not necessarily still accurate.
- oEtG doesn't have score. oEtG has wealth, which is roughly similar. Wealth is the total value of all cards on your account plus the total value of unspent gold on your account. As I mentioned, the value of cards is set to the amount of gold you pay to get them out of packs, so your total wealth is basically equal to the net total gold you have won from the game.
- The game refers to "ZE" or "SZE" (and tracks your progress towards these goals automatically). These stand for, respectively, "Zero Edition" and "Shiny Zero Edition". "Zero" is in contrast to original's "basic edition" and "trainer edition" nuances - ZE is six of every card (upped and unupped) but doesn't automatically count your towers/pends. SZE is the same thing but for shinies.
- If you use the "library" button on the main menu (without anyone's name in the "player" text box), it will show you your collection and add some extra stats breaking down your current collection progress. You can also add a players name to the "player" text box and hit library to see any other player's collection.
This is definitely not the only way to start an account. This is in my experience the
fastest way, but considerable effort has been put in to making it possible to play oetg however you want to play it. If you prefer a different playstyle or prefer to find your own way, you absolutely should. You won't lose very much efficiency by doing so. This guide is for people who don't want to figure out how to start in an entirely new game and just want to get back to having a full collection ASAP. Also for people who don't want to play against the AI and just want to start playing PvP. Also for people trying to make alts efficiently for whatever reason.
- This stage may take more than an hour if you're unlucky or if you're spending a lot of time reading what cards do (which you should if you're not used to them), but it really isn't going to take long even if you really take your time.
- It really doesn't matter which starter you choose. They are all effectively the same wealth value. They can all make an effective (even in late game terms) grinder very quickly. "Build your own" is also an option, which will just give you more free packs instead of starter decks. Every element will start with three prebuilt decks saved (a mono, a duo, and a quad) and a handful of free bronze/silver/gold packs. The starter decks are good enough that you can jump right in if you just want to play some games, but there's definitely a lot of room for improvement.
- First thing you should do after opening your free packs is build your own 30 card mono starter. Focus on damage, it isn't really worth worrying about actives or control at this stage. If you have a good shield, feel free to add it, but it doesn't matter a lot. You want to focus on creatures that have at least as much strength as their quanta cost. If you have enough creatures to build out a deck with a reasonable QI, great, you're done with step one. If not, fill it out with whatever you have.
- For the moment, your AI target is commoner. Even from your very first battle, you can probably maintain a 90+% win rate in there if you're familiar with original. It will be surprisingly profitable once you have a win streak going.
- Until you have a deck with enough creatures that are at least 1:1 strength:quanta, all your money goes to bronze (common) packs. It is not likely to take more than a few until you have a good enough spread of creatures. Remember that six bad unupped creatures probably combine into one good (at this stage) upped creature. Conversely, remember that six good unupped creatures (e.g. mummies) are probably better than one slightly better upped creature for the moment.
- Besides your free packs, you should completely ignore any packs past bronze until you have a solid grinding deck. Bronze packs give you 10 cards for 15g. Silver packs give you 6 cards for 25g. Upgrades come from combining extra copies of cards. Higher rarity cards aren't more powerful, they're more niche. So your power base for effective grinding comes from commons. It will be very quick to get your solid grinding deck, so this isn't going to prevent you from getting in to higher rarity cards in the very near future. Ignoring the higher rarities right now actually gets you into the higher rarities sooner.
- Once you have a bare minimum of unupped common creatures to make a decent unupped deck, switch to buying upgraded towers/pendulums. It would be best to know how many you need for your budget grinding deck and buy that many, but if you don't know yet, 6 of each (or 12 total however you want to break it down) is just fine. That costs 600g, which is probably 10-20 minutes in commoner at this stage.
- Whenever you break your commoner win streak or whenever you get bored with commoner, you can try dipping your toes into mage or arena1. Both of them are within reach even with very early decks. These targets will involve a lot more losses but the higher base profit can balance that out. Win streaking in commoner is also still very effective (even moreso as your speed improves with more upgrades), so this comes down to your preference.
- Once you have your towers/pends upgraded, switch back to bronze packs until you complete your all-common fully-upped budget grinding deck. The total wealth value of the upped commons in your deck is probably only around 150g (much less than the towers you already bought), but since you get the copies randomly from packs, you're probably going to end up spending 500g or so on bronze packs before you get there.
- At this point, you should have a fully upgraded budget grinding deck made out of commons. Your budget grinding deck is likely at least tier 2 or 1.5 as an endgame grinder, just so you know. There is definitely room to improve it with higher rarity cards (particularly if you want to play against harder targets), but you're able to make good profit right now.
- From here, your options open up a lot. Since you have a grinding deck, you can just start working on grinding out more decks that you want to try or cards that you want to experiment with. If you're looking for efficient next steps, you have two paths:
- If you're a PvP player, you don't need to build anything else for PvE basically ever again. Your budget grinding deck is good enough to grind out a full pvp playset in the next few hours. If you want to do this, fire up commoner/mage/A1 and play for a while. A full unupped playset (besides nymphs) is probably going to cost around 20k, and a full set of unupped nymphs is another 18k. Since nymphs can be purchased straight for cash from the store, there's no randomness in getting them so you can easily only buy them as you need them if you don't feel like grinding that second block of cash.
- If you want to continue to improve your PvE efficiency, the next thing you should aim for is a solid set of coliseum decks so you can complete more events every day.
- Your budget grinder is a perfectly fine Novice Duel (mage prediction) deck, though if you have some good shields or a bit of control, it's a good idea to trade away some speed for higher win rate. Expert Duel (demigod prediction) varies per demigod. About a third of them have fully unupped budget prediction decks listed in the thread, but all of them have more expensive counters available you can work towards and may be able to afford now. It isn't really worth beelining to owning all the demigod predictions, but you should always take a swing at them with what you have available.
- Novice endurance (three commoners) can be done with your budget deck, but you will have a much better time if you splash a little bit of healing (2-4 cards) because you don't heal between battles. If you have enough luciferins or upped holy lights, these can be played without modifying your quanta base. If not, the best thing to do is splash 2-3 heals off your mark and switch to 100% towers/pillars. If you have any in-element heal for your grinder, add a bit of that. You're fighting commoners so unbalancing your deck isn't going to cost you many wins, but the extra bit of heal will help a lot.
- Expert Endurance is rough. It's worth building yourself a deck but no deck is going to be perfect for this. Good starting choices are wolfbond (Alpha Wolf, Empathic Bond, and Giant Frog), USEMitosis, or upped monoaether.
- Besides building a set of coliseum decks, this is also a good time to start building out more decks to play against tougher AI targets. See the decks board for ideas or the stats board for performance metrics.
- If you're building a PvP playset or going for fully upped trainer edition, remember that packs both have a chance to upgrade the cards in them to a higher rarity, and that packs contain cards of lower rarities. Don't buy all the commons first and then start on uncommons, or you'll end up with three full sets of commons. It's overall best to start at shards and work your way down. There's a bit of an argument for buying starting with shards and moving down to rares when you're around 75% done with shards, hoping that some of your rare packs will upgrade the rares to the missing shards. Remember that rarity can only upgrade once, so you aren't going to get any shards out of bronze or silver packs.
These are all 100% common. They all have a total wealth value of around 800 (less than 10 minutes of grinding), though it will typically cost several hundred more to buy them from scratch with packs due to randomness. They can all be improved substantially with higher rarity cards (generally 1-2 weapons/shields if nothing else), but that's your preference and based on what cards you get from packs. In addition to the basic 12 monos, I'll also include budget Material, Spiritual, and Cardinal decks using the quad towers, and a budget rainbow for those of you who don't want to play a mono.

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