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Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056310#msg1056310
« on: April 02, 2013, 05:07:29 am »
Hi, this is more of a list for myself than anything. I am posting because, anybody who might find use of this is welcome to it. Also critiquing is welcomed and encouraged. What I intend to do is create a functional deck for every element, every duo, and every trio. This will be an interesting and difficult task. I will also be posting a list of some of the more fun decks that I use, (Meaning Pvp 1 troll decks, FG killers, AI killers, ect.) Note that not all decks in this thread will be of my own creation, I will make a note on the decks that are not inherently mine, also all of these will be listed under "Other" and not under any category they might belong in.(This means they will not be one of my Mono, Duo, or Trio decks) I will also make notes one all of the decks about how to play them, key cards, future plans for the deck, ect. Oh, and please only comment on deck that are already in the list. I want to create these decks myself, otherwise they are not my decks.(Suggestions on alterations are welcomed though.)

This is the format the decks will be in:
Spoiler for Hidden:
Normal:
Code: [Select]
[deck][/deck]
Notes:
Strategy:
Key Cards:
Weaknesses:
Future:

Arena:
Code: [Select]
Oracle Card:
[card][/card]
Arena:
Points Available:
Attributes:
Deck:
Win|Loss:
Current Rank|Best Rank:
Rating:
Age:

Tournament:
Code: [Select]
Event Name:
Special Rules:
Event Date:
Standings:
Event Decks:
1.
2.
3.
4.
5.

So, without further ado, the decks...

My Deck
Spoiler for Hidden:
:aether :fire Aethofuze :fire :aether
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5f6 5f6 61o 61o 61o 61o 61t 61t 61t 61t 7dm 7dm 7dm 808 808 808 808 808 808 808 808 80d 80d 80e 80e 80f 80f 80f 80f 80f 80f 816 81q 81q 81q 8po

Notes: This is my main deck. "MY PRECIOUS..."
Strategy: Naturally this deck uses D-Shields to protect myself, while using deflags to nerf tedious permanents and using dragons to beat down my opponents... Naturally
Key Cards: Elite Phase Dragon the only creature I will run in this deck. It's high cost is worth it for having a 10|6 beatstick that can't be picked off by anything but Fire Shields and Thorn Carapace.
Dimensional Shield is the main defense of this deck, one turn without this can change the tide of entire games.
Lobotomizer is your only creature control, I have won quite a few games because of this card. For example, I have beaten RoL/Hope many times because I sat behind D-Shields while lobo-ing their RoLs
Weaknesses: If you are playing in the arena, be wary of Aether decks with Dexterity. This means twelve shields, and means that if you both are in a shield chain, the one that misses a turn first is usually the loser.
Entropy decks with Discord can sometimes be annoying, however once you drop a shield to stop the scramble you should be okay.
Decks with lots of permanent control (Like decks with so much pc that they start deflagin pillars) are really annoying because this means that you are probably not going to be able to keep a shield. Just keep calm and throw dragons at them and if your damage is faster than their's, your fine. Do keep playing shields though, better for them to nerf a shield than a pillar.
Momentum is really annoying to play against, any time your opponent plays a creature with momentum, you should lobo it immediately, because unlike other conditions, momentum is negated as a normal effect would be. SoFo is usually in the same deck and again lobo is your answer. If they drop a SoFo, ignore everything else and lobo it, or you can wait for it to eat a few pillars and kill itself, but that is neither reliable nor ideal.
Future: I will eventually end up Upgrading this entire deck, maybe toying with the pillar ratio, and deflags vs. SoWs is a big decision.(because I don't need the deflag if my creature does spell damage and is immortal, however SoW can't nerf annoying weapons)

Slimmed Version
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61o 61o 61o 61o 61o 61t 61t 61t 61t 7dm 7dm 7dm 808 808 808 808 808 808 808 808 80d 80d 80e 80e 80f 80f 80f 80f 81q 81q 8po

 :aether Aether :aether
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1. Mono-Aether Dragon Rush
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61o 61t 61t 61t 61t 63a 63a 63a 808 808 808 808 808 808 808 808 80d 80d 80e 80e 80f 80f 80f 80f 80f 80f 816 81q 81q 81q 8pu

Notes: Not much to say.
Strategy: This is just a basic mono aether push. The entire strategy is to get out the dragons as quickly as possible and keep poking your opponent.
Key Cards: Elite Phase Dragon is the only creature run in this deck, meaning that it is your main source of damage.
Dimensional Shields are the only defence you have, drop them when your HP drops below ~80 or before your opponent drops any creatures.(for elemental mastery)
Weaknesses: Any sort of PC can easily nerf your shields when you need them most, keep dropping dragons and push faster than them. That is your only chance.
Shields can have a field day against this deck, you name the shield and it can probably mess you up badly. Ex. Gravity Shield; Stops all of your attacks. Thorn Carapace; Easily poisons your dragons, after which they will probably get about 2-3 more attacks.
Future: Fully upped, that is all...

2. Mono-Aether Copycat
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61t 61t 61t 61t 623 623 623 623 623 623 63a 63a 63a 63a 63a 808 808 808 808 808 808 808 808 80d 80d 80e 80e 81q 81q 81q 8pu

Notes: This is just a fun deck that I sometimes like to troll with...
Strategy: Drop Mindgates as fast as possible, and utilize anything you can steal from them to its fullest. If you need them the dragons are available, but try to save your quanta to abuse more mindgates.
Key Cards: Mindgate is the center of this deck. Mindgate is very useful in finding out what kind of deck your opponent is using, but more so in using your opponent's deck against them.
Weaknesses: PC, If your Mindgates are vulnerable, you are in danger. Mirror matches, while fun, can lead to long exhasting games which usually lead to both people having 25+ pillars, 7 mindgates, an unbreakable shield chain, and an army of Phase dragons and immortals on either side. The winner is usually decided by deck-out.
Future: Fully Upped.

:air Air :air
Spoiler for Hidden:
1.Flying Eyes
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5oc 5oc 5oc 5oc 5og 5og 5oi 5ol 5ol 5ol 5ol 5op 5op 5pa 5pa 5pu 5pu 5pu 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7oe 7oe 7oe 8pr

Notes: Not much to say...
Strategy: Be careful with your Owl's Eye, and Flying Weapon combo. If you use it too quickly on the wrong deck you will have some problems. For example, if you are playing a time deck, you will want to keep your Owl's Eye as a weapon, until you can play another one. Thus it will be, Owl's Eye, then hold the Flying Weapon until you draw another Owl's Eye. Then you Use Flying Weapon, and drop another Owl's Eye in its place. But if you are playing a darkness deck you will want less permanents. Meaning you would wait to play the Owl's Eye until you can Flying Weapon it Immediately.
Key Cards: Obviously, Owl's Eye is very important in this deck as it is your only source of damage, but also doubles as minor creature control.
Flying weapon, is very important, as it allows you to animate your Owl's Eyes and have more than one on the field. It also allows for a form of protection vs certain decks. For example if you are facing a deck with little to no cc, animate weapon can protect your Owl's Eyes, from Deflag, or Steal.
Weaknesses: Any Rush deck can easily take care of this deck. It is not very fast, does not have many creatures, and they don't do much damage alone...
Darkness and Time decks are really annoying for this deck because you don't know what playstyle will be more helpful.
Future: I intend to fully up this deck, maybe add a few more shards, for the Sky Blitz.

 :darkness Darkness :darkness
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5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5ul 5ul 5um 5um 5um 5um 5um 5um 5uo 5uo 5up 5up 5up 5up 5up 5up 606 606 606 606 606 606 8pt

Notes: Standard Devourer Deck, threw this together just now, and tested it. Works like a charm, wont really mess with this much more because I hate Dev Decks.
Strategy: Your best start will be with ~3 Pillars/Pends 2 Devs and a Dragon in hand.(And a partridge in a pair tree. ;D) Drop Devs as soon as possible, and drop as many of them as possible. You main objective early game is to cripple their Quanta income. Once you have the Quanta for it drop a Dragon or 2. Always make sure you have enough income to play a steal the next turn if needed.(This will not usually be a problem though.)
Key Cards: Devourer, is the main card in this deck, this will cripple your opponent early game and allow you to pull ahead mid-game, just when they would finally be overcoming the Quanta drain.
Weaknesses: Intelligent players, any player with a brain in their head and a bunch of upped pillars can wait for just the right moment to drop that game changing card and win the game... It happens.
Future: I will not be playing this deck in the future, so I do not care to up it.

 :death Death :death
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52g 52g 52g 52g 52g 52g 52h 52h 52h 52h 52h 52o 52o 52o 52o 52o 52o 52q 52q 52t 52t 52t 52t 52t 542 542 542 542 542 542 8pk

Notes: This was a little difficult to work out, I started with trying to Aflatoxin Skeletons but that didn't work out. The damage was just not enough, even with 3 dragons on the board. I was outrushed too many times. Eventually I gave up on the Aflatoxin and just went for a Speedy Death, lol. Well it works pretty well, out of 5 games in PvP 1 I have won all 5. I am too lazy to do true, extensive testing so this is the final product.
Strategy: This is a pure offense deck, drop Arsenic as soon as possible, in order to built poison. Then Exhaust any Poison spells in your hand. Only after that start playing creatures, drop Mummies when you can, but if you have the Quanta, drop Dragons first.
Key Cards: Arsenic for extra poison to cripple your opponent's life expectancy.
Mummies are probably the most versatile of all of :death creatures, this can literally be added into most decks that use :death Quanta and still be usable.
Weaknesses: Life gain, this deck keeps a pretty steady push, but if your opponent can throw it off for just a turn or two you could lose the damage per turn advantage and be unable to recover. This deck has some pretty limited capabilities.
Future: I am not a :death user, this was pretty fun to build and play. However, I much prefer other decks. I do not plan to amend this anytime in the future.

 :earth Earth :earth
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58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 58s 58s 58s 590 590 590 590 590 590 593 593 593 593 593 593 8ps

Notes: This is a quick Graboid deck that I threw together, it is pretty effective at Silver arena and easily nerfed a couple of difficult decks including adrenatoad.
Strategy: Well, just like any Graboid deck, you want to get as many Graboids out there as soon as possible. Save you Earthquakes for when they get a stack of 3 or more and if they have a stack that is too big(like 8-10 or so) taking to nerfing smaller stacks of a different element.(For example, if they have 12 :water and 4 :death, cripple their death income) Drop Titanium Shield as soon as possible, even before Graboid. If you have a starting hand of 4 pillars, 2 Graboids and a Titanium Shield, drop the Titanium Shield. It is your only form of defense.
Key Cards: Graboid, this is the card the deck is based around, this is your main source of damage.
Earthquake, this card makes this deck possible, this card allows you to be as offensive as you want without having to worry about your opponent dropping much else. They still gain quanta from their mark though, so be careful, games change based on one quanta.
Weaknesses: Other Rushes or Pillarless Decks, If your opponent rushes faster than you, you don't have much of a chance. I lost a game the 5th turn because my opponent had out 3 Crimson Dragons, before I dropped my Shield, it was terri-bad. Pillarless decks are annoying because they don't work off of pillars, so you can't hold them back at all. Just try to rush faster than them and you should be relatively okay.
Future: Debating decreasing the number of Shields, also debating a couple of Stone Skin.

 :entropy Entropy :entropy
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vf 4vf 4vf 4vf 4vf 4vf 4vg 4vg 4vg 4vl 4vl 4vl 50u 50u 50u 50u 50u 50u 50u 50u 50u 8pj

Notes: I had a nice little deck worked up that had a good balance of PC and CC, that actually went undefeated in PvP 1... But I have slept since then, and can't seem to rebuild it. I will try again later, but for now here is a simple Dragon/Shield build. This is decent in Bronze Arena, I actually hit the bonus spin twice using this.
Strategy: Drop your shield as early as you can. After the shield, you have a fair bit of freedom with what you can play. Just drop your cards as you can. But be careful, Dissipation Shield consumes 1 :entropy for each 3 damage it prevents. Try to keep enough Quanta to prevent at least 1.5 times of what your opponent has. Your Shield will break if you go to 0 :entropy Quanta, and take more damage. Also if your opponent DOES break through your Shield, the attack that does will do full damage.(IE if a Crimson Dragon attacks you and you have 3 :entropy. It will consume those 3 :entropy, then break your Shield, then do 12 damage to you.)
Key Cards: Dissipation Shield, keeps you alive. Dragons, keep them from staying alive...
Weaknesses: CC and lots of big creatures can be a nuisance to your shields and quanta production. Also, other shields will stop this deck cold.
Future: I will figure out how to build that other deck again and post it, but for this deck... This is done. I will update with upgraded cards IF I get them, but that is not likely at this time.

 :fire Fire :fire
Spoiler for Hidden:
1. Simple Fire Rush
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f2 5f2 5f2 5f4 5f4 5f4 5f6 5f6 5f6 8po

Notes: I made this a while back, and all I remember is that it only lost one PvP 1 game.
Strategy: Amass fire quanta, drop dragons, nerf things... Typical Fire deck.
Key Cards: Crimson Dragons are your primary damage dealers. Drop them as fast as possible.
Wait to use Firebolt until you have maxed or near-maxed quanta.
Weaknesses: I don't really remember. It only lost one game, and I don't remember what they were playing.
Future: Not much since I really haven't been playing it anyway.

 :gravity Gravity :gravity
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55o 55o 55o 55o 55o 55o 55s 55s 560 56i 56i 56i 576 576 576 576 576 576 576 576 75c 8pl

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4t5 4t5 55k 55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55o 55o 55o 55o 55o 55o 560 560 576 576 576 576 576 576 576 576 8pl

Notes: Not much to say. This deck is the :gravity deck in my "Everything Goal."
Strategy: This deck is sort of interesting. Number one thing to remember... Feed the Shards. Keep your shards with high health, and save a Chimera in your hand for if your opponent drops an annoying shield or if you drop below your ideal life threshold. This is fairly flexible, as it all depends on your "point of no return." Once you hit that point, don't hold back drop everything and get rid of all you can. If you need to lose a shard to stop a pesky weapon don't hesitate, if you need to keep that shard alive because you need a beefier Chimera, do it. I played one game that I got Elemental Master because I ate their pillars and spammed Black Hole on my last turn. Other games I have stayed alive because I gave that Chimera a little bit bigger of a tail, staying in with little more than ~15 health.
Key Cards: Colossal Dragon is a must in this deck, it is a heavy hitter and it's giant defense allows for some extreme survivability for Chimera.
Chimera "finishing blow" or your "last chance" in either case it is a game changer. Say you have 4 dragons out and your opponent has a Phase Shield with ~20 Health left. Play a Chimera, and reply with "GGs" they will soon see what you mean. Or if your opponent has ~30+ damage on the board. If you are low, Give them a Chimera to chip at until you can win, alot of the time your Chimera decides the outcome of games. You just need to know how and when to place it.
Weaknesses: I didn't notice a whole lot of weaknesses for this deck, but I imagine rushes are fairly tedious for this deck. As with most.
This is a Mono deck so as always, it will be crippled by the early Discord.
A well placed Lobo effect can cripple your Chimera by either erasing your Momentum, or stopping your Shards.
Future: I have no future plans for this deck, but as with other decks if I get upgraded cards for this I will replace them.

 :life Life :life
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5bs 5bs 5bs 5bs 5bs 5bt 5bt 5c3 5c3 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c9 5c9 5c9 5c9 5de 5de 5de 5de 5de 8pn

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5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5c3 5c3 5c7 5c7 5c7 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c9 5c9 5c9 5c9 5de 5de 5de 5de 5de 5de 8pn

Notes: I have a life now... A :life deck that is...   ...   ...*crickets chirping* Yeah I know, that was bad. But still, new deck...
Strategy: Stardard Scorp deck, spawn lots of Scorps, do lots of poison, win. Dragons are there for extra beef, like if your opponent drops a Titanium shield. I played a game, that my opponent dropped a Titanium 3rd turn. I though about it for a second then just left. I had no dragon in my deck at the time, so there was no point. I could not win. In the Newbie version, the Staves have been replaced with more Pillars/Pends, as I feel it needed Quanta more than anything else.
Key Cards: Mitosis allows for swarm when you have limited creatures in deck.
Adrenaline is a must for any :life deck. Allows you Dragons to attack twice or your Scorps to attack four times. Keep in mind even though Scorps attack four times, they can only do a max of 2 poison per Scorp, per turn.
I figured, poison deck... I need a shield, what's better than a poison shield. Right? Right... Plus, in addition to protecting you it eventually gets rid of the pesky creatures hitting you.
Weaknesses: Damage reduction, hurts if you only have Scorps. If your opponent drops one of these shields cease all Scorp activities, they will do nothing other than clutter your field.
You cannot do anything about any sort of permanents, but such is the way of the Mono- :life.
I did have the problem a couple of times, that I would draw little to no creatures, I honestly don't know why though. In this event, you have little else you can do but hope.
Future: I might slip in some Shards later if I can pick up enough to make a difference.

 :light Light :light
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5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5lc 5lc 5lc 5lc 5ld 5ld 5m6 5m6 5mq 5mq 5mq 5mq 5mq 5mq 7jq 7jq 7k1 7k1 7k2 7kc 8pq

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5l8 5l8 5l8 5l8 5l8 5l8 5la 5la 5la 5la 5la 5la 5lc 5lc 5lc 5lc 5lc 5ld 5ld 5lj 5lj 5lj 5lj 5lj 5mq 5mq 5mq 5mq 5mq 5mq 8pq

Notes: This was a BATCH to figure out what to do. So much of :light conflicts with itself. Crusaders cannot Endow Morning Stars, Sanctuary prevents Quanta gain through Solar Shield, Pegasus can't even be used in a Mono deck, and the only creatures without an effect are Photon and Dragon, so Luciferin's use is limited. Oh well, I think I did fairly well. I used this to test my Arena decks the last few days, and it's not doing too bad. :)
Strategy: This is a :light deck, which means, heal, heal, heal, beat your face in, heal, final blow, Elemental Mastery... No, but seriously, this deck should be pretty hard for a non-Quanta screwing deck to beat down. In the rares-included version, you have SoDs which should be used as soon as possible, but not before Solar Shield. Since they both cost the same, playing the shield first is more ideal because you are preventing more damage earlier, and it alone is probably going to produce enough that turn to play the shard anyway. For life gain you have Holy Light, SoD, Light Nymph, and as a last resort, Miracle. You can also use Miracle the turn before your winning turn to get an easy EM, because you probably have another heal spell in hand or have a Nymph on the field. For the Newbie version, again, play shield first then just start massing Quanta for Dragons. Which is pretty much how the Rare version works too but with a little extra oomph...
Key Cards: Dragons are your primary damage dealer. Damage is good.
Heal spells are essential for your survival, whether it's the simple Holy Light or the OP Miracle, heal spells keep you alive and help to get EM that you really don't deserve. lol
Solar Shield produces a ton of Quanta... the damage res 1 is also nice but the Quanta is the real reason for this shield.
Weaknesses: Although this deck is primarily low cost, it does have the same weakness that all Mono decks do. Quanta scramblers/eaters. Just power through it, because you really don't have anything to prevent it.
Future: I am planning on upgrading some more :light cards, whether or not they will be cards in this deck has yet to be seen. But :light is one of my favored elements. So I will do more with it in the future.

 :time Time :time
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5rg 5rg 5rg 5rg 5rg 5rg 5ri 5ri 5ri 5ri 5ri 5ri 5rj 5rj 5rm 5rm 5ro 5ro 5se 5se 5se 5se 5se 5se 5t2 5t2 5t2 5t2 5t2 5t2 8ps

Notes: This was infuriating to test. I tried desperately not to make this another dragon deck. So that only leaves Fate Egg for a Mono-deck. But my Fate Eggs kept giving me Rustlers and Death Stalkers... There was even one time I played 2 sets of the combo in one turn and got a total of 4 Rustlers. Needless to say I lost that game.
Strategy: hold onto your Fate Eggs until you have a SoR in hand and at least 6 Quanta, then play both at the same time. You don't want your opponent killing your Egg before you can hatch it. Look at your opponent's deck and mentally run through all of the possible CC they could have. If you feel like you might be safe, go ahead and drop your Egg. Keep in mind that if you get a creature with a Quanta ability, like a Nymph, you can use a Shard to make it's ability free.
Key Cards: Fate Egg is the basis of the whole deck, this card spawns a random creature in it's stead, but has a high spawn rate for rare creatures like dragons, nymphs, and other valuable creatures. But like I said it is random, so it can be a double edged sword.(Read the "Notes" for an example.)
Shard of Readiness. This deck is really not usable without a healthy supply of these. I suppose you can use as few as 4 and still be able to reliably draw them. These potentially double your damage output. By using these on a creature, it allows for you to use that creature's ability for free. If the creature happens to be a :time creature, it allows for use of that creature's ability immediately, even if you just played that creature this turn, and it allows you to use that creatures ability twice. In the case of Fate Egg, since the creature is removed from the field in order to complete the effect, it instead summons two of what ever creature it hatched.
Weaknesses: The #1 crippling weakness for this deck... Bad Luck... If your Eggs start spawning sub-par creature, you are most likely going to lose. If you can't draw either your Egg or your Shard, you are most likely screwed.
Apart from that this deck really doesn't have many weaknesses, Discord can give you valuable Quanta to use for your hatched creature's abilities. Even Devourer is not much of a problem since this deck is relatively low cost with an average cost of 6 about every 3rd turn.

 :water Water :water
Spoiler for Hidden:
Water decks to be added.

 :rainbow Duo-Decks :rainbow
Spoiler for Hidden:
:aether :aether :aether :aether :aether
 :aether :water Patient Fractal Jellies :water :aether
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5i4 5i4 5i5 5i5 5i5 5i5 5i5 5i5 5ih 5ih 5j2 5j2 5j2 5j2 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 61o 61o 61o 61o 622 622 622 622 8pk

Notes: I am not sure if this deck really qualifies as a "Duo" or a "Trio." However I am putting it under "Duo" because, even though it produces and uses three elements, there are only two elements of cards in it.
Strategy: Your first priority is getting your Jellies on the board, then if you have it in hand SoP. If you happen upon a flooding, don't play it until it will affect someone's cards. (Meaning, if you have SoP, and more than five Jellies, or if your opponent has more than five creatures.) Fractal is usually a last resort, you may get a couple in your starting hand, but that is okay. If you get the quanta, don't hesitate, use it. Even if it only gives you two extra Jellies.
Key Cards: Crysaora, is the most important card in the deck. If your opponent somehow manages you nerf all of them, your done. If you can't drop a Jelly by turn ~five, you are not going to be able to catch up in damage.
Shard of Patience is important too though. Without SoP, you are just going to be piling on poison counters.(Which isn't terrible.) However your shard should be there with your jellies so that you only have to poison about half of your opponent's life. The rest gets snuffed out but a legion of Jellies of varying powers.
Weaknesses: Discord(And other QC) can be harmful to this deck, however this harm is short lived. The low cost of the deck's contents makes discord's scramble less useful after about four to six turns.
Rushes, are able to severely damage this deck's usability. If you cannot get a great hand, you don't win.
Future: I don't really see myself using this deck ritualistically, so I don't think I will up much. However, I do have a couple Arsenic that I am debating putting in...

 :air :air :air :air :air
 :air :life Adrena-Eye :life :air
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5bs 5bs 5c7 5c7 5c7 5c7 5c7 5c7 5de 5de 5oi 5oi 5ol 5ol 5ol 5ol 5pa 5pa 5pa 5pa 7ac 7ac 7ac 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7oe 7oe 7oe 8pr

Notes: I have had a small obsession with adrenaline recently, so this is just another adrenaline deck that I decided to try. My favorite still hasn't been posted yet because I am still working out the bugs. Anyway...
Strategy: This deck is kind of fun, drop your Owl's Eye and use Flying Weapon. This will make it a 5|7 creature with airborne. Drop an Adrenaline on it, and drop a shard or two. When you have 3-4 shards out it becomes very hard to attack and not get a crit, so shields are useless. If you know your opponent has any PC, wait to drop your Owl's Eye until you can Fly it right away. Don't hesitate to drop your Shards, even if your opponent has PC it is better those than your pillars...
Key Cards: Owl's Eye, for obvious reasons.
Flying Weapon, to fly your Owl's Eye.
Weaknesses: Shields, until you get your shards out.
Permanent Control, if you play your Owl's Eye too early they will nerf them, or else they will get a Shard or Pillar. Either way, this hurts...
Future: I intend to Fully Up this deck as it is fun to play.

 :darkness :darkness :darkness :darkness :darkness
 :death :death :death :death :death
 :earth :earth :earth :earth :earth
 :entropy :entropy :entropy :entropy :entropy
 :fire :fire :fire :fire :fire
 :gravity :gravity :gravity :gravity :gravity
 :life :life :life :life :life
 :light :light :light :light :light
 :time :time :time :time :time

 :rainbow Trio-Decks :rainbow
Spoiler for Hidden:
:aether :aether :aether :aether :aether
 :air :air :air :air :air
 :darkness :darkness :darkness :darkness :darkness
 :gravity :life :darkness "It's Comlicated" :darkness :life :gravity
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55k 55k 55m 55m 55m 55m 55m 55m 55q 55q 55q 562 562 562 576 576 5bs 5bs 5c7 5c7 5c7 5c7 5de 5de 5uk 5uk 5uu 5uu 606 606 8pl

Notes: This deck is based off an interesting deck that I made for a tournament a while ago. You can look at the Original in the "Tournament" Spoiler "Weekly Tournament 'Armadilgo Wars III: Revenging Dilgos" Deck "What a Rush"
Strategy: Drop Armagios early and often, try to hold the buff combo until you have all the pieces, but there really isn't any harm in using the Acceleration or Momentum early. Combo goes like this...
1. Armagio(Obviously)
2. Momentum(Can be anywhere from here on.)
3. Acceleration(Without Momentum, this will bring his power to 3|24, with Momentum 4|25)
4. Adrenaline(*This will get kind of technical.* This will give Armagio 4 attacks. With the proposed combo, Armagio begins at 2|26 with Momentum, Adrenaline and Acceleration. After one turn, Armagio will attack 4 times, triggering it's Acceleration ability 4 times. This will give +8|-4, giving him 10|22, with Momentum, Adrenaline, and Acceleration. Since Acceleration increases before damage, it is dealt in this way, 4+6+8+10, giving it a total of 28 damage. After the second turn Amagio will attack twice, giving it two buffs from Acceleration. This deals 14+6 damage, for a total of 20 damage, and leaving it with 14|20, with Momentum, Adrenaline and Acceleration. On turn 3, Armagio will still get two attacks, dealing 16+7 damage, putting the total damage at 23 for this turn. After this turn, Armagio will not get extra attacks so you will then go to "5. Liquid Shadow".)*If someone could check my math here I would appreciate it. I know my numbers are right but I am not certain if my numbers reflect accurately on the game mechanics. These are what I am uncertain about: I am not 100% sure that a 2|26 would get 4 attacks, or if it would drop down to 4 power gets 3 attacks; I am also unsure about if the +2 would actually affect the immediate damage. I know that it does give the buff multiple times, but I am uncertain if that affects that attack. By Acceleration rules it would, but by Adrenaline rules a 10 power and a 12 power still do 2 attack and both say the secondary damage is 4. I am unsure if that 4 would stay a 4, based on Adrenaline, or become a 6 based on Acceleration. Will test later though...
5. Liquid Shadow(After Armagio stops getting extra attacks, there is really no reason to keep giving him buffs. This will replace the Acceleration ability with Vampire, and give him one poison counter. Making Armagio, a grand total of 18|18 with Momentum, Adrenaline(though it doesn't matter) and Vampire with 1 Poison Counter.
Key Cards: Armagio. This is the card that makes this all possible, this guy's little Power is only going to grow and if you have multiple out, you even have a shield...
Acceleration. This card is what allows you to get buffs on a creature that is really in no danger of dying, just sit back and let your creature play the game.
Adrenaline. While letting your creature buff itself is great and all, what better is when it does it 4x faster. Yes, enjoy ~71 damage in 3 turns with a 1 Power creature.*Based on the numbers in the "Notes" Section*
Liquid Shadow. If you are running low on health, don't hesitate, LS your Armagio, even if it is too soon. You can't win if you lose right?
Weaknesses: Time... Reverse Time, will ruin all your efforts...
Fire Shield will kill your Armagio pretty quickly with all those attacks and health decreases.
Future: I intend you find out how this deck works full upped.

 :death :death :death :death :death
 :earth :earth :earth :earth :earth
 :entropy :entropy :entropy :entropy :entropy
 :fire :fire :fire :fire :fire
 :gravity :gravity :gravity :gravity :gravity
 :life :life :life :life :life
 :light :light :light :light :light
 :time :time :time :time :time

Other:
Spoiler for Hidden:
This section will be decks that don't fall under any of the above sections, or anything that I would rather not use above. Examples of this are Quad-Element decks or above, grinder decks, fun decks, among other things...

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5lk 5lk 5lk 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7k2 7kc 808 808 808 808 808 808 808 808 80e 80e 80f 80i 80i 80i 80i 81q 81q 81q 8pu

Notes: This deck is a really useful and effective FG killer, but also does really well in the silver arena, and in PvP 2. The original deck is not my idea,(Which is why it is in "Other" and not "Duo") I only tweeked the pillar:fractal ratio and took out a dragon for a Nymph, and put in a Miracle.(Like the Nymph alot better than the dragon, but the dragon is still needed.)
Strategy: All I can say is play your cards right, in this order. RoL, Fractal, Hope, Big Creature, Fractal the Big Creature. That is pretty much exactly the way this deck works. Use the Miracle when you are within TWO turns of dying, not one. However fractaling the Nymph can usually save you from any situation.
Key Cards: Ray of Light, for obvious reasons.
Fractal, is not just for RoL, but for creating more of your Dragons and Nymphs.
Hope, is your main source of defence.
Light Nymph and Miracle, can really save you in a tight spot.
Weaknesses: Any cards that effect all of your creatures. These can really mess up your RoLs, always keep an extra RoL in hand, until you are certain your opponent has none of these. Examples of these are. Rain of Fire, Thunderstorm, Plauge, Fire Shield, Pandemonium, Ect...
Future: None, this deck is done...

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5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c6 5c6 5c6 5c6 5c6 5c6 5f4 5f4 5f4 5f7 5f7 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5ol 5ol 5ol 7n2 7n2 7n2 7n3 7n3 7n3 7n3 7n3 7n3 8pr

Notes: This deck is by no means mine. This belongs to the elements game itself. As this deck is the same build as the Fire Queen(False God)...
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5c6 5c6 5c6 5de 5de 5de 5de 5f7 7ac 7ac 7ac 7am 7dm 7dm 7ms 7ms 7ms 7n2 7n2 7n2 7n3 7n3 7n3 7n3 7n3 7n5 7n5 7oe 7oe 7oe 8pr

Notes: Okay, so I went over the build and realized, unless you are a FG, this is terribly inconsistant. So I modded it a little(a lot) and came up with this.
Strategy: I do not know much about this deck yet, so I do not really know how to play it yet. In two games vs AI3 though, it looks as if the Elite Queens spawn the Elite Fireflies, not only to have field presence, but also to pile up on :fire quanta for one finishing blow with Fahrenheit and Fire Lance. Everything else is just stall, as she needs time to build that much quanta. That is only an assumption from two games though. *EDIT* I was wrong, Elite Fireflies are field presence with a bonus of :fire.
Key Cards: Basing the key cards off my assumption above, the key cards would be, Fire Bolt, Elite Queen, and Empathic Bond.
Fire Bolt, for the finishing blow.
Elite Queen to get the quanta for that finishing blow.
Empathic Bond to help you survive until then...
Weakness: Not sure quite yet, need to play some more first.
Future: I fully intend to up this whole deck, but then I will begin to add some of my own tweeks to make it more my style.

Arena:
Spoiler for Hidden:
This section will be any and arena decks that I make. I will be posting the current stats as well as the best rank that I noticed.

Oracle Card:

Arena: Silver
Points Available: 38
Attributes: Stamina x18
Dexterity
Deck:
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58q 58q 58q 58q 58q 58r 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f6 5f6 5f6 5f6 5f6 5fa 5fa 5fa 5fa 5fa 5fb 5fb 5fk 5gi 5gi 5gi 5gi 5gi 8pm

Win|Loss: 64|31 (Yesterday it was ~50|20)
Current Rank|Best Rank: 17|11
Rating: 472
Age: 6 days.

Oracle Card:

Arena: Silver
Points Available: 38
Attributes: Stamina x18
Intellect x2
Deck:
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5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5rj 5ru 5ru 5ru 5ru 5ru 5ru 5up 5up 5up 5up 5v1 5v1 5v1 5v1 5v2 5v2 5v2 8pt

Win|Loss: 12|17
Current Rank|Best Rank: 657|278
Rating: -136
Age: 1

Oracle Card:

Arena: Gold
Points Available: 40
Attributes: Stamina x16
Wisdom x1
Dexterity
Deck:
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55s 55s 55s 55s 55s 56i 56i 576 576 576 576 576 576 5c2 5c2 5c2 5c3 5c5 5c7 5c7 5c7 5c7 7n2 7n2 7n2 7n2 8pn

Win|Loss: 2|4
Yeah, I messed this one up bad.
Current Rank|Best Rank: 575|223
Rating: -96
Age: 1

Oracle Card:
Arena: Gold
Points Available: 42
Attributes: Stamina x7
Wisdom x1
Intellect x1
Dexterity
Deck:
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f6 5f6 5f7 5f8 5f8 5fc 5fc 5gi 5gi 5gi 5gi 5gi 622 622 622 622 624 624 624 624 624 7ds 7ds 7ds 7ds 8pu

Win|Loss: 4|5
Current Rank|Best Rank: 730|198
Rating: -101
Age: 2

Oracle Card:

Arena: Gold
Points Available: 43
Attributes: Stamina x3
Wisdom x5
Dexterity
Deck:
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5lk 5lk 5lk 5lk 61o 61o 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7k2 7kc 808 808 808 808 808 808 808 808 80e 80e 80f 80f 80i 80i 80i 80i 81q 81q 81q 8pu

Win|Loss: 11|6
Current Rank|Best Rank: 493|149
Rating: -68
Age: 3

Oracle Card:

Arena: Gold
Points Available: 43
Attributes: Stamina x9
Wisdom x1
Intellect x1
Dexterity
Deck:
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4vc 4vc 4vc 4vc 4vc 4vc 4vg 4vg 4vg 4vl 4vl 4vl 4vl 4vm 4vm 4vm 50u 50u 50u 50u 50u 50u 5c7 5c7 5c7 5c7 5c7 5de 5de 5de 5de 7n2 7n2 7n2 7n2 8pj

Win|Lose: 2|4
Current Rank|Best Rank: 521|217
Rating: -99
Age: 2

Tournament:
Spoiler for Hidden:
This section will be all the decks that I use in any tournaments or PvP events. Any special rules that were in the tournament will be posted immediately before the deck entry. If the deck does not belong to a weekly tournament, then I will state which PvP event the deck was for immediately before the deck entry.

Event Name: Weekly Tournament: All for One and One for All
Special Rules:
•Upgraded cards are not allowed.
•Shards are not allowed.
•Decks may only contain cards from just one of the following categories: Creature, Spell, Non-Pillar/Pendulum Permanent. (For example, if a deck contains creatures, it may not contain any spells, and it may not contain any permanents that are not Pillars/Pendulums.)
•Pillars and Pendulums are allowed in all decks.
•Chimera counts as a creature.
•The following cards are not allowed: Discord, Nova, Steal, Boneyard, Mindgate, Fractal, Parallel Universe, Chaos Seed, Pandemonium, Mutation, Fallen Elf, Fate Egg, Nymph's Tears, Nymph Queen, Blue Nymph.
Event Date: Saturday, April 6th
Standings: I did not participate in this tournament. I stayed up till midnight, tournament was at 7, and had to work at 2. I was going to fall asleep somewhere. So I decided not to enter. My prepared decks are below.
Event Decks: I actually had a number of decks prepared for this one...
1. Life Bolt
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5c2 5c2 5c2 5c2 5c2 5c2 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 8pn

The purpose of this deck was to stall my opponent by healing myself while preping for Fire Bolt OTK. Not reliable, but won me a few games in PvP1.
2. Dragon
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f2 5f2 5f2 5f2 5f2 5f2 8po

Another unreliable one, this deck only worked in PvP 1 for about 3 games, then when I started to repeat opponents they began to catch on...
3. Dragon 2
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61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61v 61v 61v 61v 61v 61v 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pu

I didn't actually get a chance to test this one, but it is pretty much the same as the first dragon deck. I imagine that the immateriallity makes this deck alot harder to deal with, however any permanent deck could really stop this deck cold.
4. Kitty-bird
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4vq 4vq 4vq 4vq 4vq 4vq 52g 52g 52g 52g 52g 52g 52g 52k 52k 52k 52k 52k 52k 542 542 542 542 542 542 542 61p 61p 61p 61p 8pj

I had fun making this deck, it took me back to when I first started playing elements. I was going to use this as my start in the tournament. This one was tested in PvP 1 and worked suprisingly well without permanents.
5. Had to
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 52q 52q 55s 55s 58v 58v 5lm 5lm 5lm 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61t 8pu

Having my favorite element as Aether, I just had to make something with Dimensional shield in it. So I tried a few different things, strayed a few times,(points at decks above) had some laughs a couple rage quits and finally came up with this. While it may not be the best, it was interesting and fun to test. Interstingly enough I always seemed to get the Arsenic out first, ping them for a few(10 or so) poison counters, and drop a Pulvarizer when needed. The Titan was in there, because I wanted a heavy hitter, and I couldn't use Morning Star because I already had sanctuary. However, in PvP 1 the Titans were never really used I probably should have replaced them with another Arsenic and Pulvarizer.

Event Name: Weekly Tournament: Armadilgo Wars III: Revenging Dilgos
Special Rules:
•Upgraded cards allowed but not required.
•Shards are not allowed.
•Your deck may contain only 9 non-Gravity cards.
•The only allowed creatures are Armagio and a list of creatures that have low ATK and high DEF (the list will be posted below).
•You can use any amount of Armagios in your deck. However, if you decide to use any creatures from the list, your deck must include at least the double amount of Amargios.
•The banned cards will be posted below.
Event Date: Saturday, April 13th
Standings: Unfortuanately, I did not participate in this tournament either as I was working until the time that the tournament started. I built a few decks anyway, just in case.
Event Decks:
1. What A Rush!
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55m 55m 55m 55q 55q 55q 55q 55q 562 562 562 562 562 576 576 576 576 5c7 5c7 5c7 5c7 8pn

This deck was fun to test. I played about 5 games in PvP 1 and won them all. It was very interesting because giving an Armagio Momentum, Acceleration, and Adrenaline, seems like it should just go hand in hand. I think it was usually turn five that I played all four cards in the combo. Then a couple turns later my opponents were taking ~15-18-ish damage from one attack. Found out that when Amagio gets big enough, Adrenaline does not give extra attacks.(~20-25-ish(Oh well, Adrenaline served it purpose.))
2. Clone Wars
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55p 55p 55p 561 561 561 561 561 561 576 576 576 576 576 80i 80i 80i 80i 80i 80i 8pu

This deck was very interesting to test. Since this deck is only playable if my opponent uses Armagio, I coud not test this in normal game. :'( However, I went into the trainer and played against my first deck. It was absolute slaughter. This deck is meant to fractal any Armagio your opponent plays and catapult them back. If you begin to run out of fodder before you can kill your opponent, just fractal the last one you played. It is quite a simple deck, but very effective.
3. None For You!
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55k 55k 55k 55k 55k 55k 55k 55k 55k 55k 55m 55m 55m 55m 55p 55p 55q 55q 562 562 562 576 576 576 576 576 576 58v 58v 58v 593 593 593 593 593 593 8pm

This deck I created as a last resort deck. Since everything in this tournament is so high cost, I figured that if they can't produce quanta, they can't win. Right? Well, I tested this deck in PvP 1 and I think I caused a couple new players to rage quit. :( The deck is very effective, even vs normal decks like mono :darkness , which surprised me. The test games were mainly to test quanta production vs usage, but I again went undefeated.

Event Name: Weekly Tournament: Unstable
Special Rules:
•Shards and upgraded cards are not allowed.
•You may not use more than 10 pillars, pendulums or quanta generating creatures.
•Earthquake, Black Hole, Devourer, Discord, Nova, Immolation, Rustler and Quantum Pillar are banned.
•Your deck's summoning cost must be greater or equal to 70.
Event Date: Saturday, October 12
Standings: Knocked out first round. Oh well better luck next time right?
Event Decks:
1. Steam Machine
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5f0 5f0 5f2 5f2 5f6 5f6 5f6 5f6 5f6 5f6 5i4 5i4 5i4 5i4 5i4 5i9 5i9 5id 5id 5id 5id 5ii 5ii 5ii 5ii 5ii 5ii 5jm 5jm 5jm 8po

I didn't use this one in the tournament and to be honest I have no faith in it, but it worked in the testing phase so I figured it was worth keeping handy. This decks total cost is 114.
2. Graboids
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58o 58o 58o 58o 58o 58o 58o 58q 58q 58q 58q 58s 58s 590 590 590 590 590 590 591 591 591 591 591 591 596 596 5aa 5aa 5aa 8ps

Ten Quanta producing cards allowed? I figured I didn't need THAT much to play an effective Graboid deck. This is another deck that I made but didn't really have any confidence in. However, I played it the first game to test the capabilities of my opponent. When I won the game I was surprised. My opponent was playing an effective Trident deck since Trident was legal this time. This decks total cost is 92.
3. Mono-Light
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5l8 5l8 5l8 5l8 5l8 5l9 5l9 5l9 5l9 5l9 5l9 5la 5la 5la 5lh 5li 5lj 5lj 5lj 5lj 5lj 5lj 5lk 5lk 5ls 5mq 5mq 5mq 5mq 5mq 8pq

This is when I started to show a spark of genius. I noticed the rules only stated Quanta producing "creatures" are restricted, so I decided to go the route of an unupped RoL/Hope deck. Using Photons since they drop for free and dropping luciferin when necessary this deck was designed to fix the Quanta shortage that this tournament was based around. This decks total cost is 91.
4. Fractal
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58p 58p 58p 58p 58r 58r 58r 58r 58r 58r 58s 58s 58u 58u 58u 58u 58u 596 596 596 596 5aa 5aa 5aa 61o 61o 622 622 622 622 8pu

I am a sucker for a Fractal deck, so when I realized that I could MAKE creatures into my pillars via spells I eventually came to the realization that I can multiply my Quanta creatures. So I grabbed the best of them, the Gnome, and proceeded to create this jumble. In testing it worked great, but for some reason I just don't trust it. It could be the massive cost of Fractal in a 5 pillar/pend deck, but I actually think it was the annoying placeholders. Antlions... This decks total cost is 125.
5. Firefly
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5bt 5bt 5c5 5c5 5ld 5ld 5li 5ls 5oc 5oc 5oc 5oc 5oc 5oc 5oc 5of 5og 5og 5oj 5oj 5oj 5oj 5oj 5oj 5on 5on 5on 5pu 5pu 5pu 8pn

I did not think about this AT ALL, but then somebody mentioned Firefly Queen in the thread, and I facepalmed. After that I just HAD to make one. Fireflys are usually pretty big Quanta eaters, but with an extra turn or two it catches up. I opted not to run Hope and instead picked up a couple Fog shields for early game and Solar Shields for when I have my Fireflies. The reason for Solar Shield is to produce more :light to fuel Miracle and Light Nymph ability spam. In test games worked without a hitch, didn't use in tournament though. :( This decks total cost is 110.
6. Daggers
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4t3 4t3 4t3 4t3 4t3 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bt 5bt 5bt 5bt 5bt 5c7 5c7 5c7 5c7 5c7 5oi 5oi 5oi 5oi 5oi 8pr

A deck based on a idea I had a while back. I figured if I don't have much Quanta then I should save it for big things later, right? Again, worked well in testing, but didn't play it in tournament. This decks total cost is 75.
7. Adrenaline
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5c7 5c7 5c7 5c7 5c7 5c7 5ld 5ld 5li 5ls 5od 5od 5od 5od 5od 5of 5of 5of 5of 5oj 5oj 5oj 5oj 5ol 5ol 5pu 5pu 5pu 5pu 5pu 8pn

Just like Fractal I have an obsession with Adrenaline. So naturally I had to exploit giving Adrenaline to Quanta creatures. This was the first attempt. When I was building it I noticed the repetitive synergy between :air and :life and decided to make this another Firefly deck. This turned out working much better than the original Firefly deck but had the little hitch that I needed three cards minimum to do anything at all. Since I am running five Dragonflies I can only run a max of five pillars/pends so the first risk was drawing those. Then I needed to draw the Dragonflies themselves. And to get the full use out of them I needed the Adrenaline. Adrenaline lets the Dragonfly attack four times giving me four times the Quanta. With that I can produce enough Quanta for a Queen in two turns. Used this deck in tournament but my opponent kept stealing my Pends and I bottomdecked almost all of my Dragonflies. This decks total cost is 133.
8. Gnome
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58r 58r 58r 58r 58r 58r 58s 58s 58u 58u 58u 58u 58u 594 594 594 594 594 594 5aa 5aa 5aa 5aa 5aa 5c7 5c7 5c7 5c7 5c7 5c7 8pn

This deck is a little more interesting than the other Adrenaline deck. Using the Gnome Riders and Adrenaline, I focus on pushing my Quanta up as much as possible. The only cards I play are more Gnomes, Adrenaline and my Shield. If I fill up my hand I drop a dragon, and if I hit max Quanta, drop too low on life, or lose all my Gnomes I play all the Stone Skins in my hand then drop all of the dragons. During testing I never ended a game with less than 250 life with a max life around 320-330. Was fun to test, might make a real deck around this later. This is the only deck I played in PvP AS IS, and I dominated... Played this deck in tournament but my opponent dropped a Fire Shield early, so I was unable to produce enough Quanta to get going. This decks total cost is 109.
9. Lobotomizer
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5if 5if 5if 5if 5if 5if 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61t 61u 61u 61v 61v 61v 61v 61v 61v 8pp

Built this on a whim. Didn't really have a reason other than I love :aether so I felt I had to build one. Works pretty decently, not one of the best though. This decks total cost is 132.
10. Tree Deck
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4vm 4vm 4vm 4vm 4vm 4vm 500 50u 50u 50u 50u 50u 50u 58r 58r 58r 58s 58s 596 596 596 596 5c5 5c5 5c7 5c7 5de 5de 5de 5de 8pm

With around 15 minutes left til the tournament I was bored, so I asked for somebody to name two or three elements for a deck because I wanted to build another one. Treebeard, obliged giving me the combination of :entropy, :earth, and :life. Around 7-10 minutes later I had finished this. I didn't get to play against Treebeard but if I did, I was going to play this first game. This decks total cost is 87.

Event Name: Budokan #3
Special Rules:
Look Here
Event Date: Not Quite Sure Yet
Standings: None Yet
Event Decks: Aides for round one are  :entropy :fire :gravity :life I'm gonna have fun with this one...
1. Aether with Deflags
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5f6 5f6 5f6 5f8 61o 61o 61o 61o 61o 61o 61t 61t 61t 61t 61t 61t 61v 61v 61v 61v 61v 61v 808 808 808 808 808 81q 81q 81q 8po

This is the deck I played during game one. My opponent was playing a Devtal deck, and I did get a couple early dragons out. However a last minute Dim Shield saved her the game. Good game.
2. Fractal Charger
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55k 55k 55k 55k 55k 55k 576 576 576 576 576 576 576 576 61t 61t 61t 61t 622 622 622 622 745 745 745 745 745 745 80e 80e 8pu

This deck I used for game two. My opponent decided to use her Devtal deck for a second time, leaving me with no quanta to play even one charger.
3. Fractix
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5f0 5f0 5f0 5f0 5f6 5f6 61o 61o 61o 61o 61o 61o 61o 61u 622 622 622 622 624 624 63a 63a 7ds 7ds 7ds 7ds 80i 81q 81q 81q 8po

This deck I used during the third game. My opponent was AGAIN using her Devtal deck, which this time I anticipated, choosing a low cost creature. however, I forgot about the high cost of fractal... Oops.
4. Another Fractal
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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vh 4vh 4vh 4vh 4vh 4vh 50u 50u 50u 50u 50u 622 622 622 622 808 808 808 80i 80i 81q 81q 81q 8pt

This deck I didn't get to use, however I tested in vs AI3 and it works pretty well, I may move it to the "Other" section as an AI killer...
5. Psion
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5bs 5bs 5bs 5bs 5c7 5c7 5c7 5c9 5c9 5c9 5de 5de 621 621 621 621 625 625 625 625 625 625 808 808 808 808 808 808 808 80e 8pu

This deck is another that I didn't get to use, however, I again tested this one vs AI3 and it did really well. I like this one, I may keep this idea, fix the build for normal play, and put it under the "Duo" section.
« Last Edit: October 19, 2013, 06:11:13 am by EvilDeathX »

Offline timetock

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056371#msg1056371
« Reply #1 on: April 02, 2013, 11:10:06 am »
this seems quite a challenging feat to get enough cards and put them into decks, for each mono, duo, and trio.
I wish you good luck on your quest and I will observe :)

Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056632#msg1056632
« Reply #2 on: April 03, 2013, 04:36:51 am »
this seems quite a challenging feat to get enough cards and put them into decks, for each mono, duo, and trio.
I wish you good luck on your quest and I will observe :)

Each mono and duo should be a piece of cake. The trio is what intimidates me. And thank you, I appreciate the attention.

Offline blarp

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056673#msg1056673
« Reply #3 on: April 03, 2013, 09:09:56 am »
12^3+12^2+12=a lot of decks. GL :P

also in your aether decks 6 phase dragons is too much. I'd go for 4 maybe 5 at most.

Will these all be upped/semiupped?
My default opinion of a new card is OP. Your job as a card creator will have to be to convince me otherwise.
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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056685#msg1056685
« Reply #4 on: April 03, 2013, 10:08:18 am »
It won't be really that many deck blarp, since water/earth = earth/water and earth/earth is not a duo deck. Still a lot of decks though...
Try Fragments, my card game!

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Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1056689#msg1056689
« Reply #5 on: April 03, 2013, 10:29:24 am »
12^3+12^2+12=a lot of decks. GL :P

also in your aether decks 6 phase dragons is too much. I'd go for 4 maybe 5 at most.

Will these all be upped/semiupped?

I have used 6 Phase Dragons in my decks for a while now, and never had a problem with it. Also Phase Dragon is my favorite creature, so that has a lot to do with my using 6.(And my hatred for Immortals makes me shy away from them.)

No, I don't really have that many Upped cards yet, so as of right now most of the decks will be fully unupped.

It won't be really that many deck blarp, since water/earth = earth/water and earth/earth is not a duo deck. Still a lot of decks though...

By my count,(and this is manually *while tired*) there should be a minimum of 299 decks on this list. But will be more because I will be adding other 'fun' decks to the list as well.

Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1057878#msg1057878
« Reply #6 on: April 07, 2013, 08:43:00 am »
Updated with new decks.

Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1058394#msg1058394
« Reply #7 on: April 09, 2013, 05:46:16 am »
Updated again.

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1058761#msg1058761
« Reply #8 on: April 10, 2013, 05:32:52 pm »
Updated with My Budokan Round 1 decks and My FG killer deck.

Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1059171#msg1059171
« Reply #9 on: April 12, 2013, 07:40:32 am »
Updated with another failed Arena deck, along with an Air deck that can be really fun.

Offline EvilDeathXTopic starter

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1059995#msg1059995
« Reply #10 on: April 15, 2013, 04:18:36 am »
Current arena deck was beginning to lose games so I thought I might change. Current card is adrenaline, however if I wait a few hours I will be able to spin the Oracle. Final decision, build one now, so that when the Oracle gives me a crappy card I have something to fall back on.

Offline inthisroom

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Re: Evil's Deck Lists https://elementscommunity.org/forum/index.php?topic=48177.msg1060067#msg1060067
« Reply #11 on: April 15, 2013, 12:00:55 pm »
Current arena deck was beginning to lose games so I thought I might change. Current card is adrenaline, however if I wait a few hours I will be able to spin the Oracle. Final decision, build one now, so that when the Oracle gives me a crappy card I have something to fall back on.

Keep it on topic, please, adding new decks to your compilation or even posting arena decks is ok, but no need to make a new post explaining your thought process for every time you spin the oracle.

 

blarg: