Elements the Game Forum - Free Online Fantasy Card Game

Deck Ideas => Deck Help => Topic started by: rrspice on October 14, 2017, 11:46:39 pm

Title: Khaledbow
Post by: rrspice on October 14, 2017, 11:46:39 pm
Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 74a 74a 74a 7ai 7ai 7ai 7ai 7ee 7ee 7ee 7ee 7q9 7q9 7q9 7q9 7qd 7qd 7qd 7u2 7u2 7u2 7u2 7u2 7u2 8pj

 
The premise of the deck is get an early scorp with unstoppable, drop SoB's to help the opponent play cards and then stack SoV and watch their health drop like a lead brick off the empire state. Problem is it doesn't stall well enough, the heals are a place holder.

Its essentially a rush counter, the faster they go the more damage neurotoxin does
(http://i0.kym-cdn.com/photos/images/facebook/001/056/730/597.jpg)
(image for namesake)
Title: Re: Khaledbow
Post by: firaro on October 15, 2017, 12:04:20 am
for stalling you might want to consider SoSac or phase shields. To stall out a rush you dont want to focus on healing but rather good defenses and mass CC

An issue i see is it's just too slow to kill them, you need to maintain stall for a long time, and this deck with its supernovas and no sustained healing or long-term defense or control cant really manage that. One of the reasons it is so slow is that damage from SoVo and from neurotoxin do not stack. SoVo shines when it is basically the only source of damage other than a big burst to finish them off, but neurotoxin shines when it slowly grows and drains them for the entirety of a long match. Both are great against stalls.

Consider perhaps upgraded quantum towers and a time mark (though an argument could be made for a fire mark for the SoBrs), it might get out the dune scorp in the same amount of turns as supernova.
Title: Re: Khaledbow
Post by: Manuel on October 15, 2017, 05:06:31 am
(https://gifimage.net/wp-content/uploads/2017/07/dj-khaled-gif-13.gif)

i love dj khaled, he is a living meme

btw u can't play sovs with a non dark mark, sov is already slow, 3 sovs in play with different mark = 2 sovs with darkness mark
playing with only snovas force u to discard until u don't have 2  :entropy

u put a lot of ideas in a deck without thinking on how to play them

Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6u3 6u3 6u3 6u3 6u3 6u7 6u7 6u7 74a 74a 74a 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 8pt


u are supposed to draw at least one tower, play snova and use all the tons of quanta to play antimatter and somewhat stall your opponent, u can even think to play upped or unupped pande and fill the 4 slots with pretty much everything u want (cc, dials, still play sobrs)

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 74a 74a 74a 7ee 7ee 7ee 7ee 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 8pt


this can be another solution, but still u lack some sort of defence (rt/tbolts/unupped dials/fog shield), or at least u can play from turn 1
i'am having fun this against ai4

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 5rp 5rp 5rp 5rp 74a 74a 74a 77l 7ee 7n0 7q0 7q0 7q0 7q0 7qd 7qd 7qd 7tb 7u2 7u2 7u2 7u2 7u2 7u2 80a 8pt
Title: Re: Khaledbow
Post by: JonathanCrazyJ on October 15, 2017, 11:58:57 am
SoV is redundant with dunes. The dunes will do more damage than the max hp, making losing max hp pointless.
If you deal 10 damage and 6 max hp, youll put them on 90 health still. It will just be 90/94 instead of 90/100.
Title: Re: Khaledbow
Post by: rrspice on October 16, 2017, 01:57:01 am
okay, after reading through the recommendations I have made some modifications to the khaledbow and its now far more consistent:

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 5c5 5rp 5rp 5rp 5rp 5rp 74a 74a 74a 77l 7ee 7ee 7ee 7ee 7gn 7n0 7n1 7qd 7qd 7qd 7th 7th 80a 80a 80a 8ps


-first things  first the mark is now time which really helps get an early dune scorp and keep a sundial chain going.
-I dropped the SoVos because they were a doing absolutely nothing but filling up some pretty crucial card spaces.
-shard of bravery is still the same, they help get an early dune scorp out and they help the opponent draw which is a plus
-I added 2 nightmare, use it on a cheap creature the opponent played and watch the neurotoxin stacks sky rocket
other changes: lightning storm for mass control, congeal, basalisk blood, and 3 t-bolts for larger creatures, opted for unupped novas, druidic staff and improved fog for some extra stalling

I got a short test trial with this and won 3 games in ai4, no losses. seems much better and far more consistent
I got a turn 2 scorp every single game
let me know what you think of this new version.
Title: Re: Khaledbow
Post by: andretimpa on October 16, 2017, 08:37:44 am
I'd put another one dial
Title: Re: Khaledbow
Post by: iancudorinmarian on October 16, 2017, 08:44:24 am
I'd have some Chaos Powers and Deathstalkers in there.
blarg: