100% Orange Juice

100% Orange Juice

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(Casual) Gameplay
By appy aperture
The benefits of remaining (Casual) when playing Tomomo (Casual), and ways you can be a game-influencing factor by doing so!
   
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Intro: Is This Guide For You?
In a game about RNG, there's only so much you can do to ensure victory - This guide isn't about trying to do that!

This guide is about trying to make abnormal things happen, and extending a game so that more cards can get played, resulting in more interesting interactions.

The strategies I will be discussing have managed to lower my standard winrate on Tomomo (Casual) to 14%, so please don't get the idea that this guide will assist in identifying a meta build or a winning strategy.

A couple playstyles will be covered. Ones that I frequent. I do hope these can be of use for you if you have an impromptu wave of Orange Juice apathy wash over you.
Intro: Time Norma
I don't wanna try hard~.

How to CONTROL TIME
Every character unit has a typical type of victory resource they're looking to cash-in to win. For squishier characters, it's stars. For bullies, it's wins. In the case of the strategies here, where the main goal is to influence the flow of the game to make funny things happen, time is the main factor.

A long game is usually defined by a few factors: The map, the RNG and the disparity between the contenders. In addition, some cards can worsen the RNG odds for players, and cause everyone to slow down, lowering the disparity between each opponent.

The Map
Some maps can be a real pain to traverse, and an even BIGGER pain to get back home in. This is fantastic! Playing with a playstyle that has no maximum range, does not need combat and barely needs stars isn't in need of getting home very often, so managing to get lost in some corner of the map is a dream come true.

On the other hand, smaller maps mean more conflict, more stars and wins being distributed in rapid fashion, and more REC rolls for any poor Tomomo (Casual)s locked in the rage cage...

You may choose to just pick a random map, in which case that's fine! But if given the choice, a terrible, awful, absolutely no-good map like Space Wanderer or Lagoon Flight will give this playstyle a higher success rate than something like Practice Field or Vortex.

I get it's hard to interpret in the screenshot, but it's for the self-imposed image quota I set for myself

Events like Random Warp and Home Roulette can do something for you too, but... That's more of an RNG thing. Expect to be put in front of 3 angry players who don't appreciate a top tier player.

The RNG

Fig 1. Funny rock lmao

Player Progress Disparity
You must've had a game where a Starbreaker is just dominating and then circles around the map 3 times to win, right? What if I told you that there's something you can do for that? Well, there's not, but if there's a less extreme case, maybe you can try these simple steps to help other players get back in the game, and maybe get some motivation to try to stop them (Ergo delaying the end of the match).

  • Landing on a homemark for other players
    Probably self explanatory, but you can do this to give people a chance to Norma by attacking you, and potentially to add multipliers to their cards (i.e. Marc's Hyper), modifiers to Bonus panels (gaining more stars and allowing them to use more cards)

  • Landing on a useful tile for other players
    You may not need to land there, but keep in mind, almost everyone is willing to just attack a Tomomo (Casual) to land somewhere that's slightly better than a Drop or Warp. This could be the big break they're looking for!

  • Self-sacrificing for someone's Norma
    Your life is minimally valuable (In the context of the game) and using it to give someone Stars or 2 wins (or even more if you need to and have a stock of Extend) could gain more time than it loses.

  • Here and There/Party Time
    Oldest trick in the book, trying to displace player units so they're in a much worse spot. Doesn't really need to be explained, but people don't tend to like to be moved, especially if the 2 other players go before the leading player.
Playstyle A: The Ice Cream Truck
Munch munch chomp chomp~

What is this playstyle?
To try and get as many Red Bean Ice Creams on the board at once.

The short and long of it is that you'll be effectively forfeiting your shot at 1st place from the moment you pick your cards, but doing so in order to get a lot of Red Bean Ice Cream to make everyone's ATK stats high - People don't tend to discard Miracle Red Bean Ice Cream, especially if they see that the Tomomo (Casual) just doesn't use them.

That's not to say you'll definitely lose, crazy stuff can happen... But don't count on it.

What does this playstyle entail?
I'm still figuring some stuff out, but generally it just involves accruing as much drawing power possible while attempting to empty your hand repeatedly if you get it full of Red Bean Ice Creams.

Why run this playstyle?
Why not? You're only 1 of 4 players participating, so success is already relatively improbable. I personally prefer to throw away the pretense of a victory in order to do some wacky stuff!

How is this build meant to work without other people's cooperation?
You don't need other people's cooperation in many cases, everything just seems to fall into place sometimes.

Of course, it's much easier if other people are willing to inadvertantly jump through the hoops needed to achieve the end-goal (That being a Tomomo (Casual) with 3 Red Bean Ice Cream, a heavy distribution of Red Bean Ice Cream, or allowing the Tomomo (Casual) to run around trying to get sick evades)
Playstyle A: The Deck
It's all about making paper

This is the most important part of this strategy, because it's the only part of this that is actually strategy.

With all decks, it's important to remember that the other players bring 75% of the deck. While this isn't very useful to know without being able to know exactly what it is that they'll bring, it's worth considering that a lot of people tend to bring a lot of drawing power, especially for hypers. Because I think they know that the game is a lot more fun with hypers on the board.

The next sections will go into what you ought to stuff into your deck to draw Red Bean Ice Creams and to force people to get buffed from them.
Playstyle A: Ice Cream Acquisition
It's important to think about the Supply Chain when playing 100% Orange Juice

Acquisition Tools
Just ways of drawing cards to achieve your Miracle Red Bean Ice Cream. Here I'll go over the cards I've used to attempt to supply myself with +1 ATK treats.

Arsenal
A - Passionate Research
The most potent card in not making you waste your time drawing blanks. Draws up to 3 Red Bean Ice Creams, and if it doesn't, means you don't have to focus on drawing until the rest of the cards have been drawn. Unfortunately, you may need something other than this if you already got 2 Red Bean Ice Creams and are looking for a Gift Exchange or Exchange.

Additionally, this feeds into Arus getting their hyper, in which case you should begin to dump every worthless card from your hand and prepare for more chance at Red Bean Ice Cream, so long as doing so wouldn't make the Aru just end the game.

Everyone brings this damn thing with them, so I wouldn't blame you for omitting it from your deck.

B - Nice Present
Simple, useful, effective. A draw 2 for little more than 10 stars, which you need not really care about, because you only need 30 stars to Norma 3 and play most other cards.

Since this draws 2 cards no matter what, it runs through the deck faster. If it runs through the deck faster, it means that more hypers get put back in, which means more opportunities to draw Red Bean Ice Cream.

Same as Passionate Research, everyone likes drawing cards, so everyone has it.

C - Tactical Retreat & Extend
Not awful cards for this. They keep you going more turns without staying KO'd, which is more rolls, and statistically more cards, which results in more Red Bean Ice Creams/cards with which to distribute them. The fact that Tactical Retreat has a Norma 1 requirement is great for avoid early KOs.

F - Encore
Typically a waste of space in the hand - If you land on a draw and get anything of value, chances are you may just discard this before you even play it on there. Even forgetting the fact that you had the choice to replace this card with one of actual use in distribution (which you would then have had in your hand to begin with). Just not useful at all.

F - Mimic
Very situational, but it can change anyone else's Hypers into Red Bean Ice Creams. More likely, however, is that a player will just turn a Red Bean Ice Cream into a different, arguably better Hyper.

Choosing a Battlefield
Any big map is useful, the longer a game goes on due to people being incapable of Norma'ing up, the more time you get to initiate the grand design (Endless Red Bean Ice Creams) but there are a few good ideas to follow, and I've got a handy-dandy guide for tile type distribution on some maps.

A high % of draw tiles, low % of bonus and encounter tiles and a fair amount of droppus is ideal, this should help keep the game at a decent pace.

My personal favourite is Clover for the 2x Draw tiles, but cards can make up for if there aren't any powerful drawing spots.

Anyway here's a spreadsheet.

D-don't call it outdated... You're outdated!
Playstyle A: Ice Cream Distribution
Time to give it all away! Wait, what do you mean you just stepped on a Flamethrower?

Gearing Towards Distribution
It's a matter of feeling out the tide of the match as to when you start giving the Red Bean Ice Cream away, but I tend to do so when I hit 2 of them. If the match is near ending and I don't have distribution tools, I usually attempt to just hold 3 Ice Creams and attack people in the hopes that I'm being oppressive enough to force people to use a Gift Exchange on me (I always bring 3 just so other people can randomly pass Ice Cream around too, but more on that later)

Acquisition Tools
Just ways of drawing cards to achieve your Miracle Red Bean Ice Cream. This is the most important part of this strategy, because it's the only part of this that is actually strategy.

Arsenal
  • S - Gift Exchange
    Extremely easy to use, potent in what it does, and the fact that you can play it to have 1 less card means you're not as likely to keep the Red Bean Ice Cream, giving you the chance to draw some more.
    The only caveat here is that it's a Norma 3 card, so it takes some time investment in the early game to be able to do it when you need it. You can bring 3 though!

  • A - Play of the Gods
    Even though you can only bring 1, this is a legitimately amazing tool. Here's why:
    1). It can be used at Norma 1 if you just get 10 stars - If you get lucky, you can give away so much Ice Cream thanks to this hitting a Gift Exchange.
    2). People don't realise the implications of "Random" - They could be trying to play their own cards and just inadvertently hit yours or someone else's Gift Exchange. Someone else helping you do your thing here is a great time and resource saver.
    3). It can't really be used to hurt you if it doesn't want to, making other players waste their own time and stars.

  • A - Present Thief
    Quick and easy to put down if you get early Norma 3. This can be used with other Norma 3 requirement cards, rush Norma 3, then start laying them down or holding them while you wait for Red Bean Ice Cream to appear. Can be used on yourself or combined with Path Blockers to force someone to acquire the Ice Cream, lowering the chance of just picking it back up. Ideal when set on your own homemark so you can get the first land on it.

  • A - Treasure Thief
    People love playing this to take a Red Bean Ice Cream. They actually cannot resist. Be sure to stuff some of these into your deck if you need something to fill a gap... or 3.

  • B - Exchange
    While this is a very effective way to just get a full hand of Ice Cream into someone else's paws (and still have cards to play afterward) it can easily backfire and just get you Ice Cream back from someone who got it prior (Or, heaven forbid, another Tomomo (Casual)'s Ice Cream)

  • C - Path Blockers
    Can be used in conjunction with a myriad of Stealing Traps (There are a lot of those). Not an awful choice, but takes up some space in your hand for not too great of a payoff.

  • D - Party Time
    Gets everyone in one spot so that someone can hopefully Treasure Thief 1 or more Ice Creams from individuals. Not amazing, but not as bad as I Wanna See You since the person who plays it doesn't have to be the Treasure Thief user (This means you can use it to encourage a Treasure Thief play).

  • E - I Wanna See You
    Only use is to line up Treasure Thief. The person who is using this (Not going to be you, because you're the distributor) will have to have that exact combo and gameplan in mind. Not likely.

  • E - Tragedy in the Dead of Night
    Overall just bad if you're hoping for it to do it's thing, and it's thing isn't even that impressive. It moves 1 random card, which may not even be an Ice Cream, which may not even hit you, and if you draw it then it's basically useless. On top of this you need Norma 3 for that. Really not great, Present Thief is leagues better.
Playstyle A: Tips and Tricks
  • Early Gift Exchanging
    If you see a less (Casual) player being a Tomomo (Casual), then you could just swipe it off their hands. Alternatively, if you know what cards the leading player has, you could try to ruin it for them if they're too good by playing your Gift Exchange. Of course, you'd have to be Norma 3 first, which shouldn't be too big of an ask. I usually get suck on there, and if I think I'll have trouble, I tend to run a Price of Power so I can play cards of 1 Norma above mine.
Playstyle A: Example Decks

Vanilla Ice
  • 3x Gift Exchange
  • 1x Scrambled Eve
  • 2x Present Thief
  • 1x Nice Present
  • 1x Passionate Research
  • 1x Party Time
  • 1x Treasure Thief
Pros
Mix of stealing and hindering.
Norma 2 and 3 cards only.
Cheap cards and trap cards that opponents will have to be a fool to not play.
Can transfer many cards from single players, or single cards from many players with Party Time/Treasure Thief combo, and you can communicate with players to potentially set this up.

Cons
No specialisation, results can vary greatly, and important cards may not appear where needed.

Scavenger
  • 3x Gift Exchange
  • 3x Present Thief
  • 1x Price of Power
  • 1x Play of the Gods
  • 1x Scrambled Eve
  • 1x Exchange
Pros
When it transfers cards, it transfers all of them, ensuring any Ice Creams are dragged away with a hand.
Price of Power allows you to just Norma a single time and play the whole deck, which isn't a big ask.
Overall low star cost.

Cons
Reliant on traps pulling some weight.
No drawing bonuses.
No stalling potential.

Note
Sometimes I switch the Price of Power for a Mix Phenomenon because it's fun.

Necromancer Hybrid
  • 3x Gift Exchange
  • 1x Flip Out
  • 3x Pet Snacks
  • 1x Sky Restaurant 'Pures'
  • 1x For the Future of the Toy Store
  • 1x Exchange
Pros
High stalling potential, while keeping the core cards for transferring Ice Creams en-masse.
Mostly low-Norma cards, usable from the start of the game with a decent curve to late game.

Cons
Lower focus on Ice Cream transfer
Sky Restaurant 'Pures' is highly unlikely to be usable by you, or anyone if a single player steamrolls.
No drawing bonuses.

That's It For Now
This guide is currently under development, images, more information and maybe videos will be added in future.

While I do what I do I may also find new results. If that's the case, I'll be updating sections accordingly.

I have been using decks that bolster enemies and damage players recently. More on that eventually.