Unfortunately there are many cards in OverPower that
are ineffective in serious play. I have said it before and I will
say it again, do not let me tell you which cards you should use and which
you should not. Go ahead and try them out, but not until you have
learned how to play the game well. You will be doing yourself a favor
if you avoid these cards for now. But understanding why these cards
do not work will also make you a better player as you can spot the useless
cards without having to be told so.
The main term that is used when discussing useless
and useful cards is Card Advantage.
Card Advantage is the general condition of having more playable cards than
your opponent this battle. Cards that are not used often are ones
that will typically result in your loss of card advantage. Universe:
Basic, Universe: Training, and Tactic: Doubleshot cards are the major types
of cards in this group. For each of these three types of cards, you
are required to play 2 cards for one action. The idea was to be able
to make a high level attack or defense. But, your opponent may only
need to play 1 card, like an Avoid 1 attack, to defend this attack and
is now ahead of you on cards, even if it's just one card at the moment.
There are many Specials that fall into this pitfall
as well. Most players will look at any card and ask, "What does this
card bring to my game?" There are a few answers that will automatically
put a card into a deck and too many that remove a card from ever being
in a deck. When a card has a high Venture potential or a great chance
to modify card advantage then it most likely will be used. But, if
it has a low Venture potential or causes the player to lose card advantage,
then it better have a powerful and unique effect that cannot be had any
other way or it will not be used.