These replies are really disappointing; it's like you guys just treated it like a deck of Bicycle playing cards and threw them together. No strategy, no foresight, nothing that would indicate you guys slowed down going into a battle to evaluate what you're doing.
In many ways, it takes even more skill to excel at Re:COM than KH1 or KH2. Susan brought up the point that you have to cycle through your deck to find a high-value card to break an opponent's card. Why in the world would you have to do card hunting? Place all your 0 attack cards at the exact end of the deck, and all your other attack cards at the beginning or middle. When you hold down the cycle key, your deck will automatically stop at the "Reload" option. It's only one click to the nearest ultimate breaker card (it'll stop those 27 Sleights which are pesky), and thus, it boils down to some thinking, some evasion, and not losing focus. The only place you don't get the option to exchange your cards around is the more difficult, yet optional Reverse/Rebirth mode.
Sleights are very powerful, are difficult to break by the enemy, and the only downside (loss of the first card) can be easily negated. Say you wanted to fire off 4 or 5 "Sonic Blades" (one of my favorites, other than Ragnarok, Trinity, or Omnislash); this sleight requires 3 different cards totaling 24-20, but you don't want to waste 9s or 8s on them. Fine, just organize your cards in groups of 3 like this: 3,9,9; 3,9,9; 4,9,8; 4,8,8; etc. At the immediate start of the battle, you can fire off an enemy card like Maleficent or Jafar, and chain 4 of your desired moves in rapid succession. The elimination of each of the first cards in the sleight leaves you with a perfectly ordered, high-power deck. If you so desire to revisit this strategy, pack a Hi-Potion and use it in a Cure-Cure-HiPotion sleight, which brings HP back as well as all the lost cards.
Everyone blames the card mechanic because it's not exactly tried-and-true, but the biggest problem is that no one can see how much potential there is in this mechanic. It's just boggling to see everyone blaming the cards, when the holder is to fault.
In many ways, it takes even more skill to excel at Re:COM than KH1 or KH2. Susan brought up the point that you have to cycle through your deck to find a high-value card to break an opponent's card. Why in the world would you have to do card hunting? Place all your 0 attack cards at the exact end of the deck, and all your other attack cards at the beginning or middle. When you hold down the cycle key, your deck will automatically stop at the "Reload" option. It's only one click to the nearest ultimate breaker card (it'll stop those 27 Sleights which are pesky), and thus, it boils down to some thinking, some evasion, and not losing focus. The only place you don't get the option to exchange your cards around is the more difficult, yet optional Reverse/Rebirth mode.
Sleights are very powerful, are difficult to break by the enemy, and the only downside (loss of the first card) can be easily negated. Say you wanted to fire off 4 or 5 "Sonic Blades" (one of my favorites, other than Ragnarok, Trinity, or Omnislash); this sleight requires 3 different cards totaling 24-20, but you don't want to waste 9s or 8s on them. Fine, just organize your cards in groups of 3 like this: 3,9,9; 3,9,9; 4,9,8; 4,8,8; etc. At the immediate start of the battle, you can fire off an enemy card like Maleficent or Jafar, and chain 4 of your desired moves in rapid succession. The elimination of each of the first cards in the sleight leaves you with a perfectly ordered, high-power deck. If you so desire to revisit this strategy, pack a Hi-Potion and use it in a Cure-Cure-HiPotion sleight, which brings HP back as well as all the lost cards.
Everyone blames the card mechanic because it's not exactly tried-and-true, but the biggest problem is that no one can see how much potential there is in this mechanic. It's just boggling to see everyone blaming the cards, when the holder is to fault.