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Deck Ideas => Deck Help => Topic started by: life13 on December 22, 2016, 03:18:28 am

Title: Skeleton Reverse Time Help
Post by: life13 on December 22, 2016, 03:18:28 am
I started this deck when modifying the starter Death deck and thought it was a good idea. The only problem was that I can´t seem to get enough damage put in before I die, so I lose to rush decks and other fast damage decks. I also can´t seem to get a skeleton and a reverse time at the same time, so my strategy can´t work. This is my deck right now.
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4sa 4sa 4sa 4sa 52g 52g 52g 52m 52m 52m 52m 52m 52m 52o 52o 52o 52o 52o 52o 52p 52p 52p 542 542 542 5rj 5rj 5rk 5rk 5rk 5rk 5rk 5rk 5ro 8ps

Title: Re: Skeleton Reverse Time Help
Post by: Aves on December 22, 2016, 03:40:15 am
The simple answer is that RT+Skeleton doesn't make a good basis for a deck. Combined, they're about the equal of a Fate Egg.

However, Fate Egg takes up 1 card in your deck, while RT+Skeles takes 2. RT is a good card by itself for defense, but skeletons generally aren't. The quick and simple answer is to use eggs, but eggs are boring, right? Let's see if we can't keep :death in the deck.

We can try to address this instead by replacing your Skeletons with Boneyards-- that way, you aren't limited to 6 potential creatures for 12 deck slots. Of course, this begs the question: How are you going to generate death effects to power the Boneyards? One way to do this would be to use Spark. Alternatively, you could bring in some Schrodinger's Cats for continuous death effects, maybe 4 of each. I'd suggest a mix of both, if you're going to run Quantum Pillars; bringing only cats will lead to a :entropy shortage, while only Sparks is still a bit limited.

Now that we've got a semi-reliable offense, what about defense? Can you survive? Procrastination blocks 50% of oncoming creature damage, but also lets that same amount through. Death has better shields. Skull Shield is nice because it generates death effects that allow you to generate more Skeletons from Boneyard. However, it does let a lot of damage through if you don't get lucky. Bone Wall is more expensive, but it blocks 100% of damage while it lasts, and you can replenish it with cats. Swap out your plagues and procrastinations for either 2 Skull Shields or 4 Bone Walls; it's up to you, though I'd go with the Bone Wall.

Now, I have no idea how this deck is looking, but the next step would be then to look at your quanta usage, and if it's still balanced correctly, as well as minimizing so you have a consistent 30 card deck. Possibly, since your offense is more stable, you could look into getting rid of the poisons.
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Title: Re: Skeleton Reverse Time Help
Post by: Mr Muffin on December 22, 2016, 03:46:20 am
First off a post similar to this was posted about a minute before I was going to post this but I spend a long time on this and it has some different content so I'm posting it anyway.

Reverse time skeleton is a weak and maybe useless combo to have in a deck unless you're looking for a not great but fun random deck in my opinion. The problem is that it turns out the average stats of a EtG creature is rather weak and not worth the two cards played, quantum used, not using the reverse time on an opponent's creature, and card slots in your deck. It's unlikely that a deck based off reverse time skeletons will be very good so you could either try to improve this deck knowing it won't be that great in the end or go for a different deck strategy. I'm not meaning to sound discouraging that's just how it is. You could try making a reverse time mummy deck as those can be decent. As for suggestions on how to make the deck better if you still want it to be based off reverse time skeletons I'd suggest making the deck 30 cards getting rid of the plagues (plagues are rarely very useful in decks) and maybe quantum towers then adding better damaging creatures like mummies or a couple bone dragons. Or perhaps better yet do something like this.
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52m 52m 52m 52m 52m 52m 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rk 5rk 5rk 5rk 5rk 5rk 5ro 5ru 5ru 5ru 5ru 5ru 8pk
     

For the reverse time mummy strategy something like this should be fine. Note: don't look in here if you wanted to build it yourself.
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52g 52g 52g 52g 52g 52o 52o 52o 52o 52o 52o 52q 52t 52t 52t 52t 52t 52t 542 542 542 542 542 542 5rk 5rk 5rk 5rk 5rk 5rk 8ps
Title: Re: Skeleton Reverse Time Help
Post by: life13 on December 24, 2016, 05:58:08 pm
The simple answer is that RT+Skeleton doesn't make a good basis for a deck. Combined, they're about the equal of a Fate Egg.

However, Fate Egg takes up 1 card in your deck, while RT+Skeles takes 2. RT is a good card by itself for defense, but skeletons generally aren't. The quick and simple answer is to use eggs, but eggs are boring, right? Let's see if we can't keep :death in the deck.

We can try to address this instead by replacing your Skeletons with Boneyards-- that way, you aren't limited to 6 potential creatures for 12 deck slots. Of course, this begs the question: How are you going to generate death effects to power the Boneyards? One way to do this would be to use Spark. Alternatively, you could bring in some Schrodinger's Cats for continuous death effects, maybe 4 of each. I'd suggest a mix of both, if you're going to run Quantum Pillars; bringing only cats will lead to a :entropy shortage, while only Sparks is still a bit limited.

Now that we've got a semi-reliable offense, what about defense? Can you survive? Procrastination blocks 50% of oncoming creature damage, but also lets that same amount through. Death has better shields. Skull Shield is nice because it generates death effects that allow you to generate more Skeletons from Boneyard. However, it does let a lot of damage through if you don't get lucky. Bone Wall is more expensive, but it blocks 100% of damage while it lasts, and you can replenish it with cats. Swap out your plagues and procrastinations for either 2 Skull Shields or 4 Bone Walls; it's up to you, though I'd go with the Bone Wall.

Now, I have no idea how this deck is looking, but the next step would be then to look at your quanta usage, and if it's still balanced correctly, as well as minimizing so you have a consistent 30 card deck. Possibly, since your offense is more stable, you could look into getting rid of the poisons.
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I changed up the deck a little bit and came out with this.
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4vq 4vq 4vq 52g 52g 52g 52n 52n 52n 52n 52r 52r 52r 542 542 542 5rg 5rg 5rg 5rg 5rg 5rg 5ri 5ri 5ri 5ri 5ri 5ri 5ro 5ro 8pj

blarg: