Divine Glory ReloadedHover over cards for details, click for permalink
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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
.
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 ReloadedHover over cards for details, click for permalink
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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.