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Offline SpikeSpiegelTopic starter

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False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121500#msg1121500
« on: January 17, 2014, 11:10:02 am »
Deckbuilding competition: False Gods Reloaded
Original Idea by Dm1321, SpikeSpiegel


What do all creatures with power want? More power.






Modify an existing False God deck


Rules:
  • Rework an existing False God deck.
  • Only 3 submissions are allowed per person. If you submit more than three entries, only your first three decks will be counted.
  • Each deck may only have shards from a single element, and no more than two copies of it. That means if your deck has Shard of Wisdom, it can only have up to two Shards of Wisdom. One Shard of Wisdom and one Shard of Void is not allowed.
  • This is not a "brand new FG deck competition". Any card currently present in a FG deck must not be completely taken away.
  • In addition to a deck, please provide a short explanation of what you did and why.
  • You are also allowed to change the title's, size (max 24) font and color to give your reloaded FG some "detail" - all other modifications to your submission except bold, underline, and italicize are otherwise banned.
  • All submissions must use the format shown below and are to be submitted in this thread:

Submission Format:
Code: [Select]
[size=18pt]Insert Title Here[/size]
[deck author=insertyourusernamehere]Insertdeckcodehere[/deck]

***insertyourexplanationhere***


Important note: Try to be imaginative and try not to limit yourself to add just a shard to an old deck. Moreover you are free to take inspiration from old competitions, the whole forum and False Gods section. Think of all those times you have faced that particular False God and you thought "hell, with these changes it would be much more cool!".



PHASES:
The competition will be split into two phases : A Design Phase, where decks are created and submitted here, and a Voting Phase where all submissions are voted on. The winner will receive a forum icon and a seat in our hall of fame!


To submit your decks you have no time left.


Current False Gods Decks can be found here


Spoiler for CONFIDENTIAL, DON'T READ THIS UNLESS YOU'RE VERY VERY CURIOUS:
- Spike, will the winner be added to the game?
- Probably nope.
- Oh damn...we'll have any competition that might have game impact?
- Yes.
- Oh, really? Maybe...something 1.4 related??????
- Yes.
- REALLY????????????WHEN????????????
- Soon...HUGE COMPETITIONS INCOMIN'...but now, sorry...

« Last Edit: January 31, 2014, 11:15:24 am by SpikeSpiegel »
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Offline Fippe94

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121504#msg1121504
« Reply #1 on: January 17, 2014, 11:40:28 am »
"This is not a "brand new FG deck competition". Any card currently present in a FG deck must not be completely taken away."

To clarify, this means that if there are at least 1 of card X in the FG deck, we must have at least 1 of card X (but can be less than original deck) in the reworked deck, right?
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Offline SpikeSpiegelTopic starter

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121506#msg1121506
« Reply #2 on: January 17, 2014, 11:55:57 am »
"This is not a "brand new FG deck competition". Any card currently present in a FG deck must not be completely taken away."

To clarify, this means that if there are at least 1 of card X in the FG deck, we must have at least 1 of card X (but can be less than original deck) in the reworked deck, right?

Exactly.

Let's make an example, Chaos Lord


Spoiler for Chaos Lord deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6qq 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6tt 6tv 6u0 6u0 6u1 6u1 6u2 6u2 6u2 6u3 6u3 6u3 6u3 6u3 6u3 6u4 6u4 6u4 6u5 6u6 6u6 6u6 6u6 74a 7dm 7gn 7jp 7jp 7jp 7jp 7jp 7jp 7t9 8pj

You may think there are too many Improve mutations, so you can remove 1 or 2 of them. Not all three. However you cannot remove Discord, Unstoppable, Explosion, Congeal, Maxwell's Demon, Amethyst Dragon and Improved Steal.
« Last Edit: January 17, 2014, 11:57:39 am by SpikeSpiegel »
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Offline Chapuz

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121516#msg1121516
« Reply #3 on: January 17, 2014, 01:20:48 pm »
You should link teffi's thread of current FG decks of the FGs section
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Offline SpikeSpiegelTopic starter

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121517#msg1121517
« Reply #4 on: January 17, 2014, 01:26:55 pm »
You should link teffi's thread of current FG decks of the FGs section

Link added.
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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121521#msg1121521
« Reply #5 on: January 17, 2014, 01:50:23 pm »
Submissions go in this thread?
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Offline SpikeSpiegelTopic starter

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121523#msg1121523
« Reply #6 on: January 17, 2014, 01:56:34 pm »
Submissions go in this thread?

The competition will be split into two phases : A Design Phase, where decks are created and submitted here, and a Voting Phase where all submissions are voted on. The winner will receive a forum icon and a seat in our hall of fame!
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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121525#msg1121525
« Reply #7 on: January 17, 2014, 02:04:27 pm »
Neptune

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Deck import code : [Select]
77i 77i 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gn 7gp 7gp 7gr 7gr 7gr 7gr 7gs 7gs 7gs 7gs 7gt 7h1 7h1 7h1 7hi 7hi 7n1 7n1 7n5 7n7 7n7 7ms 7ms 8pm


Spoiler for current neptune:
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Deck import code : [Select]
7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gm 7gm 7gm 7gm 7gn 7gp 7gp 7gr 7gr 7gr 7gr 7gs 7gt 7gt 7h1 7h1 7h1 7h1 7n5 7n7 7n7 7n7 7n7 7n7 7n7 8pr


Changes:
 :air
-4 shockwaves
+2 lightning storm
+2 air tower

 :water
-2 water tower
-1 inundation
-1 arctic dragon
+3 poseidon
+2 SoPa

:earth
+2 Enchant Artifact

switch mark from :air to :earth

It always bothered me that Neptune has just one Poseidon (okay, 2 with dexterity) and that it doesn't have quanta to fuel it at all, using instead a bow as its main weapon (because that makes sense for a god of the seas). In fact if it weren't for the rules I'd have removed the Eagles Eyes completely.

So, reviewing the changes by parts. Neptune is currently a god focused entirely in CC and since I'm removing the Eagles Eyes and I want to add some :earth I added some air towers to fuel it and kept the :air cards CC-oriented. Kept some shockwaves because the combo with freeze is his signature move and added some Thunderstorms mainly for flavour (storms in the sea).

To fuel his Poseidons which play a bigger part in the deck now we have mark of earth and to use the spare quanta I added some Enchant Artifacts to protect its Poseidons and also its Inundations, that end up being more effective.

Finaly, another flaw of this god is the relatively low damage output. To fix this I added 2 SoPas, which also combo nicely with the Inundations.

With these changes I'd say that Neptune goes from being an easy god to a medium one and with a better thematic flavour.  He is now able to lock a deck focused in immortal creatures because of the cost of the creatures and the constant earthquakes, while losing only a bit of its lethal CC (squids + inundation causing the main lock now). The SoPas also give a higher damage output, meaning its harder to stall against him and it wins faster.
« Last Edit: January 28, 2014, 12:36:56 pm by andretimpa »
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Offline iloveashley3

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121579#msg1121579
« Reply #8 on: January 17, 2014, 07:31:32 pm »
DECAY's original deck.
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7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t9 7t9 7ta 7tc 7tc 7tc 7tc 7tc 7tc 808 808 808 808 808 808 808 80e 80i 80i 80i 80i 80i 80i 8pt



Decay v2
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7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t8 7t8 7t9 7t9 7ta 7ta 7tc 7tc 7tc 7td 7td 7ti 808 808 808 808 808 80e 80i 80i 80i 80i 80i 81q 81q 81q 8pt


-1 PEST
-1 FRACTAL
-3 SIPHON LIFE
-2 AETHER TOWER
-------------------------------------
+2 OBSIDIAN TOWERS
+1 IMPROVED DUSK
+2 VAMPIRES
+1 CLOAK
+1 ECLIPSE
+3 AETHER PENDULUMS
-----------------------------------
-1 pest and fractal because 5 is basically just as reliable as 6 ( especially with x2 dexterity )
-3 siphon life because you wont be TOO high on darkness, 3 is more fitting.
-2 aether towers because 5 is just as reliable as 7, with the 3 pends.
+2 obsidian towers for more darkness
+1 improved dusk and eclipse for better drawing chances
+2 vamps for fractal healing as well.
+1 cloak for protection

« Last Edit: January 17, 2014, 07:33:16 pm by iloveashley3 »

Offline eljoemo

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1121936#msg1121936
« Reply #9 on: January 19, 2014, 01:37:04 am »
Divine Glory Reloaded
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7dg 7dm 7dm 7dm 7dm 7dm 7do 7do 7do 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7js 7js 7js 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7n2 7n2 7n2 7n2 7n2 8po


Changes
  • -2 Burning Tower
  • -1 Explosion
  • +3 Fire Storm
  • +1 Light Tower
  • +3 Holy Flash
  • Mark change from Light to Fire
One of the things that annoyed me about Divine Glory was the use of 3 (6) Burning Towers for the sole benefit of 6 (12) Explosions. You can see this in games when DG will not draw a Burning Tower until a while into the game. I always thought, "Why not just power it off the mark?". So I did do. Stripped out the Towers (almost) and switched mark for Fire. I also took out an Explosion because 12 Explosions is pretty overkill.

But since we have a 3x mark, this left me with an excess of Fire quanta. The Fire Storms fill that space whilst also fitting with the "divine" theme we got going on. Fireballs raining from the sky seem pretty end-of-the-world, Rapture type deal, so I like having them in. It also removes one of, in my opinion, DG's hard counters; Hope. When playing d2d's Oracle Challenge, I realized that anything with Luciferin and Hope can easily win, usually with EM's. It is really easy to make a counter out of any element. Maybe there's some deep meaning that Hope can save you from the divine wrath of the Gods, but surely the Gods work to test your Hope, by blasting it with Fire Storms :P.

Onto the Light part of the deck, I left the Morning Glory + Animate weapon part of the deck alone, as this is pretty much DG summed up. 3 (6) Improved Miracles is also plenty so I saw no reason to change that. I did consider Archangels to fit the "divine" theme but didn't follow it through. I kinda wanted this God to remain untouchable, with its Immaterial attackers. Adding Archangels could work but I didn't wanted to remove DG's untargetable nature. Plus, I feel like this God has enough attack, for a God who is more stall-ish in attacking. I just prefer to not them in.

But obviously I wanted to make some change to the Light part of this deck. So I put in some nice and divine Holy Flashes. You can't get much more divine than the card which has a giant cross on it. Adds some nice healing for DG or could possibly be used as a weapon against any Darkness or Death decks. This card would be more useful if DG could target her own Glories, but she can't. It just fits the theme so well, I went for thematics over functionality on this one.



Jezebel Reloaded
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6qq 6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7h0 7h0 7h0 7h0 7h8 7t9 7t9 7tb 7tc 7tc 7tc 7tc 7tc 7ti 7ti 7ti 8pt


Changes
  • -4 Quantum Tower
  • +4 Entropy Pendulum
  • +4 Supernova
  • -1 Water Tower
  • -2 Nymph's Tears
  • +1 Water Nymph
  • -2 Improved Steal
  • +3 Siphon Life
The most notable change here is the addition of Entropy, in the form of some Pendulums and some Supernovae. The Supernovae give Jezebel some quanta so that she can use her nymphs' abilities once all the quantum towers have been used up in the nymph creating process. As such, I removed some of the Quantum Towers. 6 (12) Quantum Towers is still enough to get some nice and random nymphs out on the field, and make each game varied enough. and now that we have the quanta to use their abilities, it doesn't matter as much if all of the Towers are turned to nymphs. "But surely, eljoemo, less Towers = Less nymphs which would be worse?!" True but with the entropy pendulums we have, that's up to 8 more Purple Nymphs, which are arguably the best nymph depending on the situation.

The water part of the deck was hardly changed. I removed a Water Tower since we have some extra quanta coming from Supernovae. I also switched out 2 Nymph's Tears for a Water Nymph. Water Nymph's ability is cheaper than using a Nymph's Tears so it only makes sense to include at least one. One could argue that you can summon a Water Nymph for cheaper using a Nymph's Tears on a Water Tower but then you're a Tower down. Depending on the situation, Jezebel has both options now.

In the Darkness part, we notice a large increase in Siphon Lives. This is for 2 reasons; firstly, thanks to those pendulums we have more Darkness quanta which means the Siphon Lives do more damage and more healing and, secondly, since there'll be more Purple Nymphs than other nymphs in game now and since Purple nymphs aren't known for their high attack, Siphon Lives can act as a secondary form of damage to the player. They can of course also be CC but if you can antimatter a creature, its 9 times out of 10 better than killing it. The number of cloaks stayed the same as 6 cloaks can cover you for 18 turns which should be plenty time to end the game. I removed 2 steals to make room for other things in the deck.
« Last Edit: January 23, 2014, 05:50:10 pm by eljoemo »
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Offline nireus

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1122145#msg1122145
« Reply #10 on: January 20, 2014, 09:55:52 am »
Obliterator
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74a 74a 74a 74a 74d 74d 74d 74i 74i 752 752 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 778 77b 77b 77b 77b 77b 77c 77c 77f 77f 77f 77h 77h 77h 77h 77h 77h 77i 77i 77i 78q 78q 78q 78q 8pl


Modifications:
  • -4 Stone Towers
  • +4 Earth Pendulums
  • +2 SoFo
  • +1 Pulverizer
  • -2 Gravity Force
  • +2 Overdrive

Despite the fact that "Obliterator" as a FG name causes fear and awe, I think that he's far less devastating than he really should (or could) be. The reason is quite simple: In a deck with 94 cards (with dexterity), there are only 4 Pulvys which usually can't be drawn early enough. So I thought that I could add to his deck a bit more power with an extra weapon, which was necessary since I increased the decksize by 3 (6) cards.

The addition of 4 Pends instead of the 4 Towers provides more :gravity quanta for the use of SoFos and BHs (if they eventually turn into them), as well as more fuel for the Pulvy's ability. The SoFos guarantee more PC power and in combination with Overdrive and Unstoppable they could cause a real headache to a CCless opponent. The reason I removed 2 GFs is that, unlike Overdrive (Akebono for example), the AI doesn't use it on SoFos, and their target is always Basalt Dragons. I didn't add any Quicksands since Obliterator shouldn't be confused with Seism. Besides, the deck would then become very OP. The addition of 1 or 2 Animate Weapons could also be possible, but I think that it would result on making the deck more unstable.

« Last Edit: January 20, 2014, 09:58:14 am by nireus »
The 5 Elements (Plato, 428-347 BC):  :fire  :earth  :air  :aether  :water

Offline dark ripper

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Re: False Gods Competition: Reloaded https://elementscommunity.org/forum/index.php?topic=53404.msg1122150#msg1122150
« Reply #11 on: January 20, 2014, 12:27:06 pm »
 :death :entropy :light MORTE :light :entropy :death

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Deck import code : [Select]
6u9 6u9 6u9 6ua 6ua 6ua 6ua 6ua 6ua 710 710 710 710 710 710 710 711 712 712 712 713 714 714 717 717 717 718 718 718 719 71a 71b 71b 71b 71f 71f 71k 7jp 7jp 7jp 7jp 7ju 7k2 8pj


Idea: Always though Morte shloud have kittens. So here is my chance to make it!

Card by card: Entropy Mark

-8 Bone towers + 2 Soul Catchers. Over quanta produce as far as Im concerned, and soul catcher can do their part perfectely.
-1 Ivory Dragon
-3 Retrovirus
-2 Condor
-2 Deadly poison
-2 Improved plague
-1 Arsenic
-2 Ray of light
-2 Archangels

Just make the deck faster.

+6 Schrondinger's Cats
+3 Pandemonium
+1 Death nymph

Well there's the whole idea. Cats and Pandems help your quanta production(Soul catchers) so directly the help your offence and at the same time the trigger your defence(Bone Walls).

Note: I would soooo ditch the light cards but Spike wont let me;p Hope you like it!
Whispers in the dark, brawl #3
Team Earth, war #8
Team Entropy, war #9 , #10
Æ.N.D. 1st place TPvP #7

 

blarg: Dm1321,SpikeSpiegel,andretimpa,iloveashley3,eljoemo,nireus