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Offline dragtomTopic starter

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regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064742#msg1064742
« on: April 28, 2013, 03:42:24 pm »
Spoiler for the combo:
++
the nightmare is meant to be on the opponent's creatures.

Using that combo, i've made a deck that does fairly well against ai4, and even against some fg's
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4vj 4vj 4vj 4vj 4vj 4vj 71a 71a 71a 71u 71u 71u 71u 71u 71u 7gl 7gl 7gl 7q9 7q9 7q9 7q9 7q9 7q9 7th 7th 7th 7th 7th 7th 8pk


obviously, this deck loses to emphatic bond, lots of healing, purify, and a human brain, but you can't win from everything.

however, this deck comes with some problems:
-lack of extra max hp means you usually cannot stop your sosac/sundial chain for 1 turn.
-few damage sources means you may not have finished the opponent before you run out of stall power
-prone to bad draws.
-often cannot use physalia's ability every turn due to lack of :death

the ideas i've had so far:
-unupgraded sundials
 so you start more often with nova
- -1 nightmare
 +1 damage source, but what?
-replacing physalias for (deadly) poison
 but you wont get enough :death quanta early, and you get less damage in the long run.
-using chrysoaras instead of physalias
 makes you more resistant against fire buckler, thorn carparace, and turtle shield, but at the cost of damage and bonewall.

« Last Edit: April 28, 2013, 03:46:53 pm by dragtom »
be quick- time is quanta.

Offline Gandora

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064750#msg1064750
« Reply #1 on: April 28, 2013, 04:16:49 pm »
Very interesting  :o

You actually have 18 turns of protection, meaning that you need to survive for 5 turns and you have some extra healing of nightmare.
This doesn't sound too tough to me?

I agree with unupped sundials. Maybe 4/2 mix?
Because I guess you first want to use Sundials in order to still have the Nova's Quanta.

Here's an idea I had. Not sure if it's an improvement:

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4vj 4vj 4vj 4vj 4vj 4vj 5rp 5rp 71a 71a 71a 71u 71u 71u 71u 71u 71u 77i 77i 7hi 7n2 7n2 7q9 7q9 7q9 7q9 7th 7th 7th 7th 8pk

You might want to remove a Nova or AW and add an Arsenic for draw chances.



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Offline dragtomTopic starter

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064764#msg1064764
« Reply #2 on: April 28, 2013, 05:36:07 pm »
sundial split? didn't think of that, that looks awesome...
AW seems also a good choice, although it doesn't work wonders with sundials.
but SoP just doesn't fit.
Even if you may already delay your flying arsenics, you won't get more than 2 creatures out,
and arsenic doesn't poison if it doesn't attack.
PA seems nice as well, but again, doesn't fit with AW.

thanks for your input.
« Last Edit: April 28, 2013, 05:37:59 pm by dragtom »
be quick- time is quanta.

Offline Gandora

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064772#msg1064772
« Reply #3 on: April 28, 2013, 06:03:38 pm »
sundial split? didn't think of that, that looks awesome...
AW seems also a good choice, although it doesn't work wonders with sundials. I agree
but SoP just doesn't fit.
Even if you may already delay your flying arsenics, you won't get more than 2 creatures out,
and arsenic doesn't poison if it doesn't attack. True... didn't think of that..
PA seems nice as well, but again, doesn't fit with AW.

thanks for your input.

How about this then:

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4vj 4vj 4vj 4vj 4vj 4vj 5rp 5rp 71u 71u 71u 71u 71u 71u 77i 7hi 7hi 7hi 7q9 7q9 7t6 7t6 7t6 7t6 7t6 7t6 7th 7th 7th 7th 8pk


More creatures, SoSaC doesn't hurt your Nightmare, Mark powers SoSac, very low Mulligan therefore Pest should always be playable.
More creatures for SoP and additionaly you Pest that can (un)burrow -> +4 atk with SoP.

EDIT: with only 4 sundials and the high priority of getting 2 novas early and make it 4 unupped sundials.
« Last Edit: April 28, 2013, 06:14:06 pm by Gandora »
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Offline dragonsdemesne

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064775#msg1064775
« Reply #4 on: April 28, 2013, 06:19:33 pm »
You might be able to slip in an improved heal for those cases where you need that extra hp boost to get over 40 for SoSa.  You could theoretically do the same with holy flash, but that would risk your mulligans even further.  Another possibility to consider might be precognition, as you can effectively shrink the deck by 1 per copy, which means you have less turns where you won't have a sosa/sundial defense, but it also means you can deck out faster.  The flip side of that is that ai4s are probably never going to deck you out, and any FG that will probably won't care whether you drew a little faster or not.  (i.e. ones with 12 bonds, miracles, etc)

Offline dragtomTopic starter

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1064778#msg1064778
« Reply #5 on: April 28, 2013, 06:27:05 pm »
pest prevents opponent from playing his creatures, which causes the opponent still to have >20 attack...
a salvager seems better than pa, especially because that allows you to burrow your final pest for double the damage.

heal is a good idea, but that would be very situational, as you'd usually not get 2 :life quanta after your 1st sosac.
holy light costs the already precious :light quanta, and holy flash messes up mulligan: luciferase seems the way to go. (yes, even without creatures)

precognition isn't a good idea, as this deck doesn't have spare slots or anything alike.
besides that, SoBr should also be considered: it allows AI to get it's creatures earlier, but it hurts nightmare.

I just realized that dune scorps are actually the best damage source; 1 hit is all it takes, and it works wonderful with nightmare.
but it requires a combo and time towers, messing up mulligan :/
be quick- time is quanta.

Offline iancudorinmarian

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1206739#msg1206739
« Reply #6 on: September 22, 2015, 12:26:29 pm »
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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1232273#msg1232273
« Reply #7 on: May 05, 2016, 08:25:03 pm »
sorry for necro, but i need to bump this for the trial thing

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after the first tests, i always lacked the  :death quanta for using the physalia's ability. more than against AI4, i've focused the tests against false gods in the trainer for see if this was a little bit faster of poison dials, and after reading
Quote
and even against some fg's
i was really curious.

so i simply "vooodoobravered" the deck with a similar setup: keeping the mark of death, i added some  :entropy pendulumns for using supernovas instead of novas; in this way i can always fuel 3 physa and sosac in the same turn; since the sosac removes all your quanta, except the death one, if u need a to use snova u can simply use it before sosac, play the cards u need and then sosac; sosac's effect last 2 turns, in the worst case the entropy pends will give u enough quanta to snova in the next turn.

i've removed 4 nightmares because i've never needed more than 2 of them, added 2 sob (which is probably the worst synergy in the game, but u simply don't play them in the same moment of the game and there aren't so much copies of them for locking your hand, something similar to playing sosac and then nightmare, use your brain)

about the 4 snovas and one nova: u don't really need 5 snovas, the single alone can fuel 7 cards in the decks and and with is 0 costs has more chance to be in your initial hand than a snova.

the silence is only for fake gods, that let u beat divine glory and miracle (and pdial fail to do this); isn't hard drawing it, isn't hard playing during a sosac chain, isn't a wasted card against other fgs

is possible to remove one pendulum (maybe 2 nova and 3 snova) for another sundial/sosac, but during the tests i always drawed what i need for winning.

another option is playing with 2 nova and 3 snova, but i didn't test this, but i think is possible.

upped and unupped sundials split: is up to the player choose what use, there isn't the right way to do this, but a sundial in the initial hand is always good.

about the risk of decking out more often: this version actually draw 3 more cards than the normal version, isn't a huge problem.

some screens made during the test
Spoiler for Hidden:





optional version: other than the 3 snova, 2 nova, 5 pend (maybe), u can sub a pend or a silence if u aren't playing against fgs

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71a 7ai 7dm 7ee 7gl 7k3 7qb 7th 8pk


arsenic: more draw chance and another copy is always a good thing
improved heal: for more safeness, in case of a fg topdecking 2 big creatures together
explosion: can be sweet destroying pulverizer or eternity
sob: u know, drawing is cool
physa: more poison, more winning chance
luciferase: similar to improved heal, it doesn't screw up the mulligan like holy flash and can be payed with any quanta
precognition: just for shorten the deck a little bit
nightmare: heal + more damage to fuel sosac

i know that the deck isn't designed for fg, but it was fun modding a deck that is supposed to work against AI4

nice wot

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Re: regret [ai4] [nightmare + sosac] https://elementscommunity.org/forum/index.php?topic=48853.msg1232551#msg1232551
« Reply #8 on: May 10, 2016, 09:17:52 pm »
This deck is sorta interesting. I'm curious as to how it works. I think if you just ended up taking out the novas completely, and maybe a nightmare, added something like SoD, change the mark to say, something like light for the SoD. I'd only keep 2-3 Sosacs too, six is alot, in my opinion. Maybe something like: 2 SoDs, and a few death pillars. SoD or another HP boost I think would really help if you're going to be using SoSac, so you don't have to worry about running low on health, or below 40 points and you can't play SoSac anymore. I think darkness mark can work enough for the nightmares, and maybe a couple CC cards from death, like plague or something, to replace the Physalia. I personally don't think six sundials are needed,have a couple of shields and only 4 sundials instead. A couple sanctuaries too would definitly be worth it for healing purposes. Only after you've used all your SoSacs though. Overall, I think this would be a good deck to use against AI4. It's interesting, and it looks like alot of fun. I like the way this looks. :)

Spoiler for Something like this:
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52g 52g 52g 52g 52p 52p 5l8 5l8 5l8 715 715 71a 71a 71a 71u 71u 7k6 7k6 7km 7km 7km 7q9 7q9 7q9 7q9 7th 7th 7th 7th 7th 8pt
« Last Edit: May 13, 2016, 12:03:53 pm by Discord »
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