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Deck Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=47143.msg1045245#msg1045245
« on: February 23, 2013, 06:41:49 PM »
Spoiler for August 2017:

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Deck idea by iancudorinmarian
Deck review and name by Basman-1453

Card by card:
Entropy Pendulums: Because even the most OP cards can never be casted without paying the quanta. More seriously, even without considering the fact that the deck was constructed with a requirement of containing at least 50% Entropy cards in mind, Entropy Pendulums will be required to jumpstart those Supernovae and start messing with your opponent's head.

Novae and Supernovae: Because even the most OP cards can never be casted without paying the quanta. More seriously, they're there to fuel the various support cards this deck packs.

Dune Scorpions: An interesting core of this deck. It might look impotent at first, but buff it and it will start inflicting neurotoxin on your opponent, which unique effect makes even one drop of it threatening without proper response. It stacks with regular toxin effected by Deathstalkers, too.

Deathstalkers: A clever support to help the Dune Scorpions dogpiling poison counters on your enemy, this creature also needs the loving touch of a stat buff to have its ability -- placing two poison counters upon attack -- be a headache that intensifies over time.

Chaos Powers and Improved Blessing: Another important part of this deck. Without one of these or Unstoppable (see below), your creatures aren't going to do any damage to your opponent. While Chaos Power might grant anywhere from +1/+1 to +5/+5 and Improved Blessing is a guaranteed +3/+3, their subjects will still deal physical damage, which is why the author decides to lump them together here.

Unstoppables: Another way to buff the stats of your scorpions. What it lacks in stat boost -- a mere +1/+1 compared to the potential +5/+5 of Chaos Power or the surefire +3/+3 of Improved Blessing -- it more than makes up with its unparalleled shield-bypassing capacity. Creatures affected with this buff will start dealing momentum damage that will bypass all sorts of shields and damage redirection. Your scorpions in particular will love the ability to reliably hit and poison your opponent as long as your opponent don't actively take care of it.

Epinephrine: A touch of this is going to make your creature hyperactive, attacking up to four times in one turn! A dangerous buff indeed, especially for the low attack value your scorpions tends to have after one buff. Your scorpions will only poison its target twice, however.

Improved Fog: Hax shield. Seriously, though, this or Vampire Dagger has a habit of prolonging your lifelihood by a few turns, which is usually enough to have you come on top. Imagine both. This one does its part by letting you evade physical attacks 40% of the time, all for the stupidly cheap casting cost of 1 Air.

Vampire Dagger: A powerful weapon indeed, this card does up to six points of damage and then heals you by that many points. For a casting cost of 2 Darkness, few weapons can come close to its power level.


Strategy:
This deck is built with one thing in its mind: having your scorpions poison enemies in its path. You might want to keep the scorpions in hand until you can buff it, however, so that it may attack -- and poison -- your opponent on its very first active turn.


Strengths:
When things are in its way, it can put up frighening number of poison counters; a dozen or so is not unheard of, especially when Deathstalkers are also involved. Since neurotoxin also intensifies with each and every card its victim plays, it can keep on intensifying even behind the most sturdy or elusive shields. That neurotoxin will also pressure its victim, since every card they play might as well be their last.


Weaknesses:
Any sort of CC, particularly reusable ones, will also put a pretty nasty impact on your deck, espeially since your scorpions needs to be buffed before they can do anything. Without any sort of control whatsoever, enemies will be at a near freedom to harass your game plan, either by outhealing your poisonous damage output or by nullifying the creatures.


Alternative deck choices:
When the deck performed, the user was restricted from using, amongst others, Reverse Times, Lightnings, and Deflagrations. They are some great options to assert some control over the field. Poisons were also resticted, but stuffing them into this deck might need more significant adjustments than simply replacing the Deathstalkers with them.
If creature hit point is not an issue, you can also slip in one Shard of Wisdom (creatures dealing spell damage won't inflict poison, but you wouldn't need to worry that since only Immaterial creatures will start dealing spell damage upon casting and you have no way to Immortalise your creatures) for a surefire +4/+0 boost, making your scorpions hit harder but easier to neutralise as well.
Spoiler for July 2017:


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Key usage of the deck in war, by team :earth

Card by card:

Gravity Shield: Gravity shield is a great counter to a lot of :water decks. Nymphs, SoP'd creatures, Ice dragons, upgraded crawlers, all get blocked by gravity shield.

Gnome Gemfinder: Gnomes are not only gemfinders, they are little gems in and of themselves. Allows water to make this a consistent trio deck. They are pillars, which grow to deal massive damage with sopa, and power the other :earth creatures. Need I say more? What seems like a small, useless creature, is what makes this deck possible, it would lose a whole lot of power without it.

Pulverizer: Oh pulvy. Pulverizer is the adding to this deck that changes everything. A lot of permanents can counter SoPa decks, sundials, wings/dims are a few examples. PC is, in my opinion, a must in any good SoP decks. It is not always possible to add some, like in a usual patient warden deck, which is why I think, even with the removal of trident, shipwrecker is an upgrade to sopwardens. I do not mean it is better in any and all occasions, some situations will still have sopawarden as the best deck.

Vanadium Warden:Wardens delay another creature. But what they also do that we can forget, is deal damage to non-airborne creature equal to their attack. Due to the fact they start with 0 attack, they need to be buffed for this added ability to be made use of, and this is where Shard of Patience comes in action. SoP would already delay the warden anyway, and it increases it's attack, which increases kill potential, and increases the CC potential too. Those two cards make for an awesome combo.

Water Towers/Marks:well, each deck needs quanta.

Arctic Octopus: Octopii are the much needed creature control in this deck. Wardens, while they can deal damage, only do so to non-airborne creatures. In this case, octopii will be much more effective since wardens only delay for one turn. Also, while they usually have low attack, Shard of patience makes them strong attackers.

Shard of Patience:As said earlier, combos extremely well with wardens, and gives a win condition to this deck through damage.

Mark of Gravity: Powers the pulverizer ability, and makes it possible to play the gravity shield.


Strategy:
The story of this deck is two-fold for me. One really needs to understand sopawardens first, to then transition to shipwrecker.
In a standard sopawarden deck, as can be seen here : http://elementscommunity.org/forum/trial-final-battle-results/(11th-trial-of-water)-jonathancrazyj-5-1-spielkind/ (deck 5) (can also include Trident), You rely on the CC generated from squids and wardens to stall the game until you get to the point where SoPa gives you enough damage to win. Trident can also help reduce the speed of your opponent's deck, as well as reduce his stall power. However, in shipwrecker, you decide to take away the Trident, removing some potential consistency, to add pulverizer which deals with the counters to sopawardens. While I do not mean that there is no counter whatsoever to sopawardens, I think it is an extremely powerful deck, which explains our extended use of it in war.

Strengths:

Any deck that excells at a deck archetype is strong, any deck that can do great in two decks archetypes is strong, a deck that excels at two deck archetypes is godlike, and that's what shipwrecker does. It's a very strong stall and stallbreaker. Adding the pulverizer to get rid of pesky permanents makes it even better.

Weaknesses:
Being a trio, it will never be the most consistent deck. Compared to SopWardens, it cannot run trident and therefore lacks the quanta denial that the deck could have provided.

Alternative deck choices:
Sop Wardens (deck 5)
Or for another SoP deck that includes permanent control
SopaDolls (deck 8)

And congratulations to JonathanCrazyJ for winning :water trials.
Spoiler for June 2017:

Adrenadamseltosissofree

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Deck idea by mathman101. (Deck 2)
(Although featured by Mr Muffin in the Final Battle, he credits mathman101 with the idea from their Phase 2 Match.)

Card by card:
Adrenaline: Adds a lot of speed to the deck. It also interacts with Sofree in a way that the extra damage from sofree is calculated after the amount of attacks, so a Firefly (for example) will hit for 4x(3+2), so 20 damage. Also have to mention that, used on a damselfly, it will generate additional quanta.

Mitosis: Adds a further stall-breaking element to the deck, and by using it on Air creatures with sofree, you avoid the usual drawback of making a creature an easy CC target.

Firefly: Attackers which deal 3 damage, sweet spot for adrenaline, making it even sweeter of a spot with sofree. Also note that, with sofree, Air creatures can dodge spells.

Damselfly: Ever since sofree has been in the game, damsels have attracted a lot more attention. They are basically a pillar that helps the rush. Having also adrenaline to put on it in this deck makes it even more attractive.

Shard of Freedom: Shard of Freedom adds a lot of things to this deck: shield bypass and CC protection.

Strategy:
When you are playing in trials, the most important thing is to understand your element's strengths and weaknesses. Life's main weaknesses are CC and shields. With Adrenaline and Mitosis being buffs on creatures that don't help the survivability of a creature, CC can just destroy decks. Same for shields, as :life has no way of going through them or destroying them. Shard of Freedom neatly addresses both of these issues to make your carefully crafted assault durable against anything except mass CC.

Strengths:
Excellent rushing deck. Each and every card seem to synergize with each other. Adrenaline-Sofree-Firefly deals a mighty 20 damage, bypasses shields and is untargettable. And they can be played quite quickly as Adren-Damsel gives 4 :air quanta, all while dealing a lot of damage. Mitosis adds even more damage potential.

Weaknesses:
As any deck with sofree, Mass CC will be able to cause massive damage, even more so in this deck. All creatures are untargettable, and therefore nobody cared about taking creatures that could survive damage. A thunderstorm will kill everything, leaving nothing to play with.
While it does have Mitosis, I'm unsure it will be enough to stallbreak some of the bigger stalls. The deck, while it is fast on damage, is quite low on it.

Alternative deck choices:
Being a deck that is:
  • 50% :life
  • Ignores Shields
  • Ignores CC
I don't think there is any alternative to it. Which is why I picked it for DiotM. This in my opinion makes for a brilliant deck that uses life's strengths and tries it's best at dealing with it's weaknesses. Who knows? Maybe :life will surprise us, find more great decks, and make an actual appearance in war...

And congratulations to Mr Muffin for winning life trials!
Spoiler for May 2017:

Rage Machine

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Deck idea by Spielkind. (Deck 1)

Card by card:

Rage Potion: Quick extra attack for Steam Machines, also acting as utility creature control.

Steam Machine: Ramping damage, allowing you to out-pace your opponent while you CC their creatures. Often you can only sustain two of these at a time, so make sure it's not a waste of your water quanta to play more. In a semi-upgraded meta, unupgraded Steam Machines are occasionally the better choice. While they have much less HP, they are still above the precious 5hp mark allowing them to withstand a lightning, and crucially they cost one fewer Quanta, making them much faster to play.

Nymph's Tears: An additional stall-break win condition. Nymphs multiply, usually in late game, for ramping damage.

Fire lance: Efficient creature control as well as optional burst bypass damage in some match-ups where you have made it to the late game and saved enough quanta.

Desiccation: Extra CC taking down annoyances such as Damselflies, Devourers and Squids, and timed right can allow you to create an extra Nymph or two for bust damage.

Pillars and Pendulums: Ordinarily not worth including in a deck review, but there is an important point to be made here. In a semi-upgraded meta, it is almost always better to upgrade Pillars than Nymph Tears. This is because both give a net +1 Quanta to your deck, but it is the targeted pillars, rather than the Nymph Tears themselves, which determine if the created Nymph is upgraded or not. Upgraded Water Nymphs have 7 hp rather than 6, putting them in a higher CC bracket, and making it much more likely that the all important first nymph will survive.

Strategy:
Quanta management is very important here. The most important card to play early is your first Steam Machine so you can begin ramping. After that, the deck is very reactive. Keep an eye on your fire quanta production, and only play a second steamie if you can confidently fuel them both. Against some opponents with access to creatures such as Arctic Squids, Blue Nymphs, or anything else that needs immediate CC, be sure to hold back 3 fire quanta so you can react in time with a Rage Potion. Against opponents you are confident have no CC, you can play Rage Potions early to increase your speed. Play Nymph's Tears on upgraded quanta sources, but be careful whether it's more appropriate to your board state to damage your :water or :fire production.

Strengths:
Excellent at breaking some stalls, and a very good domination deck against creature-based rushes which it can CC into submission while you ramp. Played right, your opponent will feel like there is nothing they can do while their small creatures are Dessicated, their large creatures are Raged, and their Shields are Bolted past.

Weaknesses:
Both Steam Machines and Nymph Queens are very quanta intensive, so denial presents a major concern. You'll also suffer greatly if faced with Eternity or Reverse Time. This version faced a ban on Deflagration, so it would also find Shields such as Wings or Dimensional Shield a problem.

Alternative deck choices:
The most important inclusion is Deflagration. In any non-ban meta, it is incredibly useful in destroying threats such as Eternity or Lobotomizer, and the shields already mentioned, along with Gravity Shield. You can also look to substitute some of your spell-based CC with Arctic Squids, which would balance the quanta usage more evenly, but leave you more susceptible to enemy CC. Finally, you could use a different tactic to slow your opponent by using Permafrost, and by relying on that as your defense you could choose to speed up your deck and make it more reliant on Nymphs for speed. Here is an alternative version with all of these changes.
Spoiler for modification:
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Spoiler for April 2017:

Mutating the Most Bang for your Buck

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Deck idea by laelin.
Deck review by TheonlyrealBeef

Card by card:

Supernova: Main source of non-entropy-element quanta and the primary way of getting a creature out to mutate. Save them up in pairs when possible for Improved Mutation.

Improved Mutation: Although primarily meant for giving you an attacking creature while neutralizing Singularities, it can also be used on the opponents' stronger creatures to both weaken them, and strengthen you by giving you a Twin Universe target. Just be careful since it can easily backfire with this usage, especially if the target becomes immaterial.

Twin Universe: The nicest thing about combining Twin Universe with mutants, is that you essentially get a new Mutant that is stronger. And even when you do not get a decent mutant up in time, you can use it on your opponents' creatures instead.

Precognition/Shard of Bravery: Efficient card draw, essentially shortening the size of your deck, allowing you to use a smaller deck. The only problem is that you pretty much need to use at least one Supernova to use them, praying you will draw another through these. So in the most cases that you will want to use it, you risk breaking up the combo by not drawing what you need.

Epinephrine: The thread best describes the full advantages of using Epinephrine with PU mutants, but it is essentially the most efficient buff card for increasing the power of Twin Universe. This way, even mutants that would otherwise appear weak can be used as powerhouses.

Strategy:
You'll want to play your Towers and Pendulums while saving up the rest in hand. Discard Improved Mutations or Epinephrines if you get too many of them, or play Supernovae one by one if you have a lot of them, but no Improved Mutations yet. Play the combo all at once as soon as possible: double Supernova, Improved Mutation on the Singularity.

Strengths:
Excels against slower decks, specifically quanta-lock decks. The versatility of TU and Mutation also offer it a good chance against buff decks as well.

Weaknesses:
The main glaring weakness is the cards you need in your hand to start the combo. It is essentially a 5 card combo (Supernova x2, Improved Mutation, Epinephrine, Twin Universe). The deck cannot consistently beat even ai2 for this reason.

Alternative deck choices:
The idea behind the deck was to take mutations to a new level by building a combo that relies on it: adrenaline was meant to mitigate the effect of low-power mutants affecting your outcome. Although the deck succeeds at this, making a large combo on already unreliable mutants, has made the deck both slower and less reliable than other mutation decks. To keep the idea but make it more competitive, I'd suggest using a bunch of cheap rainbow cards to help keep you alive and deal with some other weaknesses while you are at it. That way, you can use your first supernova for both these cards and extra card draw, rather than relying on starting out with exactly 2 Supernovae. It also uses less quanta generators: you really don't need much more than 2 Pendulums to supply your entire deck thanks to Supernovae.
Spoiler for modification:
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Spoiler for March 2017:


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Deck idea by Afdarenty for Trinity play-off Round 7.
Deck review and name by JonathanCrazyJ

Card by card:

Earthquakes: The first, and most important card which will be played in most games with this deck. It is vital that you destroy the opponent's opening stack of pillars and/or pendulums as quickly as possible. The rest of our deck has limited and slow response to any creatures which actually get played, so we have to make sure they aren't played in the first place by denying the opponent's quanta production.

Black Holes: In the meta this deck was played, only duos and trios could be used. While Earthquake destroys the source of quanta, Black Hole's job is to leech whatever quanta has found its way into their quanta pool, especially from the indestructible mark. An interesting side effect of this is that the opponent can't store up quanta to burst with several creatures at once, and realistically has to use it as soon as they have enough to play... anything! This makes the next card significantly more effective.

Auburn Nymphs: don't even be tempted to field this deck without these ultra-rare cards. There may be only two of them, but each one can effectively control 6 creatures, especially when your denial forces the opponent to play them one by one. They are durable against CC, and deal decent enough damage to make them almost always useful.

Pulverizer: The other key card in this deck. Pulverizer fills two important roles in this deck. Firstly it aids in the denial of pillars and pendulums. The best way to play around earthquake is to play pillars one by one, so Earthquake can only destroy one pillar, not 3. Fortunately, that's the worst way to play against Pulverizer. If they play a stack, they will be Earthquaked, if they play one by one, Pulverizer will mop up. Secondly, if they spend any of their precious quanta on permanents trying to avoid your nymphs, your Pulverizer will have that covered.

Antlions and Graviton Guards: This deck has very few slots remaining for damage dealing creatures, but these low-cost, mid-damage creatures are vital to see you to victory. At only two quanta they can be played early, and put some pressure on your opponent to circumvent your denial. Both are also decently durable, Guards with high HP and Antlions with burrow, allowing your precious damage sources to survive long enough to become a problem for your opponent.

Strategy:
Early game is all about denial. First priorty being earthquake, potentially followed by a Black Hole played with Pulverizer. any spare quanta should be spent on throwing your low cost critters on the field, and eventually lock down the board with an Auburn Nymph. The deck is 31 cards to give it the possible deckout win condition against 30 card decks which it locks down but fails to finish off fast enough.

Strengths:
Excellent against quanta-tight trio decks and fat, stally rainbow decks. It excels in any match-up where the opponent can't deal with the combination of an Auburn Nymph and Pulverizer slowly crushing their potential options. As always, Black Hole is great against Supernova decks if you can match each of their s'novas with an immediate Black Hole.

Weaknesses:
In an open meta, it has several weaknesses. Immolation decks will usually out-rush it, as will most other low-quanta rush decks. It's also weak against other denial decks such as Discord/Black Hole. Essentially, your game really needs to shut them down between their first to third creature. Any deck which can escape the clutches of your denial and get some early board presence will be an uphill battle.

Alternative deck choices:
Black Hole is not actually vital to your strategy, as earthquake and Pulverizer can give enough denial to stall your opponent's assault. Replacing the Black Holes with damage such as Steel Golems, more Graviton Guards or Sapphire Chargers to turn it from a denial deck to a domination style deck. If you are worried about facing large stalls a lot, you could lose the Antlions and Graviton Guards for two Overdrives and Armagio for a late-game stall breaking combination.
Spoiler for February 2017:

Deck Idea of the Month
SoP Devtal by Team Water

This deck review was written by Afdarenty
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The most exquisite deck of War #10! Quanta lock your opponents, before dealing massive damage late game with Shard of Patience!

Card by card:

Mark of Aether: Your deck becomes a lot more threatening after the first Fractal. Mark of Aether ensures you have a good supply of Aether Quanta in the early game.

Devourer: The key to the deck. Each one of these will take 1 Quanta away from your opponent and give you 1 Darkness Quanta.

Fractal: What's the problem with Devourer? You can only play 6. With Fractal, you can reliably play 8+ Devourers in the first 6 turns.

Shard of Patience: Your win condition. Devtal aims to play a lot of creatures quickly - Shard of Patience takes advantage of this by giving each one two attack each turn. This can easily end up adding 20 damage a turn. Also buffs your Devourers out of Area of Effect range.

Water/Dark Pendulums: These are the most reliable way to generate the three different kinds of Quanta you'll need. Upgrading the Darkness Pendulums can be quite important - even if you only draw one upgraded Pendulum, you can still play a Devourer on turn 2.


Strategy:
A new twist on a classic deck - Devtal has been popular in both PVP and for AI grinding for some time, but this deck trades in the typical Vampires for some Water Pendulums and Shards of Patience.

In the early game you want to play your Devourers out and build up quanta for your Fractal. Play Shard of Patience as soon as you can - you want to clear your hand out so you get more cards from Fractal, and the extra damage is always nice. When you can, Fractal your Devourers and drain all the quanta from your opponent - this will prevent them from playing cards for the rest of the match. Typically, you won't want to cancel your Shard of Patience until you have enough damage to kill your opponent in three turns.

Sometimes, against decks that can kill your Devourers easily, you might want to keep one Devourer in your hand to ensure you have a good target for your Fractal turn. Practice really helps with judging this.


Strengths:
SoP Devtal is almost impossible to compete with in the late - you just have to get there. This deck punishes 1 Pillar draws particularly hard - your Devourers will have a very easy time draining your opponents quanta with such a slow start. Some of the stronger match ups are outlined below.

Other Fractal Decks
There are many powerful decks (Fractix, Frogtal, Guardtal) that use Fractal on a cheap creature with high damage. Because Fractal is one of the most expensive cards in the game, your denial can stop them from ever playing it and counter their entire deck.

Poison Decks
These typically win in around 10-12 turns, and stall out the game with either Bonewalls, Creature Control, Sundials, etc. 10-12 turns is far too slow against this deck - not only is your denial slowing their win condition in the early game, but you completely prevent their stall cards from working too.

Dimensional Shields
This deck is an excellent counter to one of the most hated cards in Elements. Decks playing Dimensional Shields typically use damage sources that are slow but difficult to counter, such as Phase Dragons, Fractal, or Parallel Universe plus Dragons. They can afford to do this because their Shields give them a ton of protection.

Because their damage is so slow, and they don't play anything in the early game, they're a perfect match up for Devtal. You have plenty of time to set up a board full of Devourers, and when it's time for you to start attacking with your Devourers they won't have any quanta to play their Shields.

Any Slow Deck
There are a lot of different decks that fit under this category. Just a few examples: Shard of Wisdom/Reflect, Adrenastaves, Catatitans, Mono Light, Drainbolt... The list goes on. Devtal is almost always a counter to these decks - they rarely play anything at the start of the game and by the mid game they're already locked down. Even stall decks with Sanctuary can be defeated - sure, you'll be slow to generate Darkness Quanta, but Fractal and Shard of Patience will be enough to bring them down in the end.


Weaknesses:
Generally, if a deck beats you it's because they managed to play a bunch of stuff in the early game, or somehow disrupted your Fractal. Some of the more difficult match ups for SoP Devtal are below.

Other Denial Decks
To get your denial active, you need to use a Fractal. As stated above, Fractal is one of the most expensive cards in the game - in denial mirrors it can be extremely difficult to actually play it. Because of that, they'll often do a better job of disrupting you in the early game than you do to them, and as this deck relies on a fast lock down that's often all it will take for you to lose. It's worth noting, however, that classic Devtal tends to lose to SoP Devtal hard-to-head, because the latter can achieve a faster fractal with fewer cards cluttering their hand!

Nightmare
Nightmare will fill your hand with copies of a useless card. This stops you from getting a bunch of Devourers with Fractal, which means you'll have a much harder time draining your opponent of quanta.

Rush Decks
Rush decks aim to deal as much damage as quickly as possible. They're built to be efficient in the early game - playing a creature two turns earlier is more important to them than having cards to play in the mid to late game. To ensure Rush decks play their creatures quickly they tend to run either cheap creatures, such as Giant Frogs or Flesh Recluse, or many pillars for relatively cheap cards, such as 14 in a Mono Gravity rush whose most expensive creature is a Charger.

In the early game, when your denial is relatively weak, it can be difficult to prevent an opponent from playing very cheap cards such as the Frog, or to completely lock down a large amount of pillars. Because of this, Rush decks will often get enough creatures played in the early game to chip you down before you can kill them.

Immolation/Nova decks
These are your worst match up. Not only are these often cards you see in Rush decks, but they mean that even after you play a bunch of Devourers your opponent can still play their cards. You'll need a very fast draw to stand a chance, here.


Conclusion:
So, should you use this Shard of Patience version of Devtal instead of your classic Vampire build? The answer is yes, absolutely - but only some of the time. Each version of Devtal has a few key advantages over the other.

Shard of Patience helps you beat a lot of traditional counters to Devtal, such as Sanctuary deck-out stalls and decks playing a lot of Area of Effect cards. However, the classic Devtal boasts a ton of healing in the late game, which helps your chances to beat faster decks significantly. Playing a good mix of both will keep your opponents guessing, and give them a hard time beating you!
Spoiler for January 2017:

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Deck idea by Team Gravity W10
Deck review and name by Basman-1453

Card by card:
Gravity Pendulums: Because even the most OP cards can never be cast without paying the quanta. More seriously, the deck was developed in a situation where at least 40% of the deck needed to be constructed from Gravity cards, with up to eight cards upgraded in a deck.

Bone Pillars and Death Pendulums: Because even the most OP cards can never be cast without paying the quanta! The deck's winning condition involves Poisoning your enemy and having your creatures chip away at them, using a Bone Wall to buy a turn or two should the need arises. They're clumped together since they'll generate Death quanta every turn thanks to the deck's Death Mark.

Bone Walls: They're mostly there to buy you a turn or two. Without reliable ways to generate death effects (all you have there are two Gravity Pulls), you'll be lucky to have one of these last you more than three turns. Considering the shield-ignoring capabilities a good portion of this deck has, though, you usually won't need much more than that.

(Deadly) Poisons: They're there to.. apply Poison counters! Even if all your creatures are taken care of one way or the other, those poison counters will stay there to help remind them who's boss. Combined with Chargers, they give the deck good damage potential even against the strongest shields.

Arsenics: Need help applying more poison counters? They're there to do that, for the cheap casting cost of two Death. Note that they'll only stick the poison counters when the weapon can actually touch your opponent and deal damage (thus, for example, an unupgraded Arsenic is a dead weight against a hostile Titanium Shield).

Elite Chargers: Does five Gravity for a 7/5 beating stick sound a good deal to you? It does? Oh, I forgot to say that they're dealing momentum damage, which pierces shields and forces the opponent to actively take care of them. Now you see why these bad boys are a favourite in upgraded decks that use a decent amount of Gravity.

Mummies: Elite Chargers are a staple attacker in upgraded Gravity rushes, and Mummies are a staple attacker in unupgraded Death rushes. Four Death at 5/3 is nice for an unupgraded card, which also help free up upgrade slots for more important things. They're also there to make use of the excess Death created from the need for early Bone Walls.

Graviton Guard: A cheap, yet stupidly durable, beating stick. For two Gravity, you're getting a bulky 4/7 attacker. They're nothing like Life's Giant Frogs (5/3 for 2 Life) or Death's Flesh Recluses (6/3 for 3 Death), but what they 'lack' in offensive capability, they make up in durability.

Gravity Pulls: They may be mentioned last, but they're not the least interesting card this deck offers. This card is the only way you can kill an enemy's creatures. Note that this card will need some creatures dealing physical damage (meaning, no amount of Chargers can help you there) to actually damage the creature afflicted by this.

Strategy:
This deck seeks to defeat its opponent by overwhelming them with poison and creatures, with Bone Wall and Gravity Pull to take care of enemy offense. You might want to reserve Gravity Pull for particularly dangerous enemy creatures.

Strengths:
Poisons and Chargers deals their damage without care of the enemy's shields, forcing them to either simply outpace you or have it taken care of. Attempts to outpace it will have to face Bone Wall (and Gravity Pulls, if you're lucky). Bone Wall also serves as a deterrent against having your creatures CCed; it forces them to either take damage now and thin the Bone Wall or kill them now and thicken the Bone Wall.

Weaknesses:
For all those shield-bypassing damage, this deck doesn't have any sort of permanent control, which leaves it pretty vulnerable to dangerous weapons. Also, Bone Wall will quickly fall before decks that rely on having numerous creatures on the board. And since most of the reliable shield-bypass comes from poison counters (there are only two Chargers in the deck), Purifies can hamper your progress quite a bit.

Alternative deck choices:
When you're on a format where upgrade count is not an issue and you're free to bring a fully-upgraded deck, you will want to replace those Mummies for Flesh Recluses; 3 Death for a 6/3 is a very good deal. You will also want to upgrade those Bone Walls, Arsenic, and Poisons. Replacing the lone Guard with another Charger might be an interesting idea especially when all the Gravity Pendulums are upped too, especially if you're expecting them not to bring dangerous creatures that need Gravity Pull and a physical attacker pronto. You could also consider Shard of Focus which can act as PC, as well as synergizing wonderfully with Gravity Pull, and occasionally creating Death Effects!
« Last Edit: August 03, 2017, 08:34:16 PM by mathman101 »

Opsinis

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Re: Deck Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=47143.msg1129152#msg1129152
« Reply #1 on: March 10, 2014, 11:24:31 PM »
Spoiler for December 2016:


G3: Gnomes, Golems and Graboids

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Deck idea and name by TheonlyrealBeef
Deck review by Bas

Card by card:
Immolations: Because even the most OP cards can never be casted without paying the quanta. More seriously, this deck is part of a deck archetype known as Immolation rushes, which uses Immolation, some Immolation fodders, and efficient Fire hitmen to deal quick damage before they can react.

Gnome Gemfinders: Because even the most OP cards can never be casted without paying the quanta. More seriously, in addition to being an Immolation fodder, they also help generate some Earth to summon the Graboids before they're being Immolated to create the Time needed to turn them into Shriekers. (The rest of the deck is not upgraded since the deck is created with upgrade restrictions in mind, citing this version as the 'minimal upgrades desired'.)

Fire Pendulums: Because even the most OP cards can never be casted without paying the quanta. More seriously, this is your safety net when Immolation or its fodder aren't coming.

Sparks: They're there almost only as an Immolation fodder. That's not to say they're insignificant, though. Far from it, in fact; this deck have very few pillar/pend-based quanta generation.

Lava Golems: An offensive star of the deck. A 5/1 creature for 5 Fire is nice, but its ability to increase its stats by 2/2 for 1 Earth per turn (which would be supplied by Mark, Gemfinders, and to a lesser extent the Fire Pendulums) lets it get out of the range of most lethal-creature-control options, things like Reverse Time and Maxwell's Paradox notwithstanding.

Graboids: Another offensive star of the deck. A 2/3 creature for 3 Earth might not sound much, but Time lets it turn into a frightening 8/3 creature that can protect itself.

Deflagrations: They're there to take care of problematic permanents, including but not limited to disruptive shields, dangerous weapons, probably even to punish poor quanta openings if you're so lucky.


Strategy:
Similar plans you're doing with Immolation rushes generally applies here: get some fodder Immolated to pave the way to summon Golems, have Gemfinders gather enough resources for Graboids before being Immolated, what have you.


Strengths:
Like most Immolation decks, they're dealing fast damage when things are in their favour. You will need to either outpace or control damage it can do to take care of them, and neither would be very easy without the neccesary cards. Also, both Golems and Graboids (that would later turn into Shriekers as Time permits) can protect themselves. Finally, this deck is less prone to misdraws that Immolation decks are usually prone to have since it has more potential Immolation fodder than most.


Weaknesses:
Like most Immolation decks, though, it's also vulnerable to Reverse Time (it will force you to repay the summoning cost of a relatively expensive creature) and Bone Wall (Immolation kills the fodder, powering up their Bone Wall). Also, like most rainbow decks, it's also vulnerable to Black Holes. Last but not least, it have no creature control and limited permanent control.


Alternative deck choices:
To quote the maker himself,
For possible modifications ...  Deflagrations and Fire Pendulums could easily be swapped by cheap cards that don't cost Earth or Fire quanta to play. Fog Shield, Hammer, Vampire Stiletto, Arsenic, Lycanthrope, those kinds of cards. These variants are built with the very idea of permanent control having no effect on them, though. 2 cost cards also have the disadvantage of requiring 2 Immolations to be played to boot.
Spoiler for November 2016:

Deck Idea of the Month
The Selfless Golem by Afdarenty

This deck review was written by Afdarenty
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Use Shard of Integrity to create a huge, Immaterial, Spell Damage creature while using your Shards of Sacrifice to stay alive until the late game!
Designed for use in Platinum Arena - 46% winrate over 50 games!

Card by card:

Mark of Death: Being able to chain your Shards of Sacrifice is key for this deck. The most reliable way to do this is by using a Mark of Death.

Nova: Nova is the engine for the entire deck - want to draw cards to get that extra SoSac? Make your Shard Golem deal spell Damage? Play your Golem in the first place? Use Nova.

Shard of Sacrifice: Most decks in Plat will be able to deal 100 damage to you before you can deal 200 damage to them - or at least, without Shard of Sacrifice they would. This card gives you the extra turns you need to win the damage race.

Shard of Integrity: The win condition of your deck. This removes all the Shards in your hand and makes a Shard Golem with them. The more shards that were in your hand, the more powerful your Golem is - and there are a ton of Shards in this deck. If you have 2 Shards of Wisdom in your hand the Golem you make with be Immaterial. This is key to beating many Plat decks.

Shard of Bravery: The card draw from Shard of Bravery helps improve the consistency of the deck a ton. Whether you need more Shards of Sacrifice to keep you alive, more Shards of Wisdom to add spell damage to your Golem, or just need to draw your Shard of Integrity at the start of the game - Shard of Bravery has you covered. As an added bonus, it adds more attack to your Golem than any other Shard.

Precognition: This is in here for similar reasons to Shard of Bravery - card draw. As a bonus, the often overlooked ability to see your opponents hand is far from irrelevant in this deck. You can check if you opponent has Purify waiting to counter your Shards of Sacrifice, how much burst damage they have, if they're playing any Creature Control cards, and more.

Shard of Wisdom: The most important card to go into your Shard of Integrity. If you have 2+ of these in your hand when you play Shard of Integrity your Golem will be Immaterial, countering all kinds of Creature Control. Not only that - if you play Shard of Wisdom on your Immortal Golem it will let it deal Spell Damage! This lets you punch through the vast majority of shields, and makes your Golem very difficult to slow down.

Strategy:
In most matches, you'll want to draw with your Shards of Bravery and Precognitions until you have 2 Shards of Wisdom, then play your Golem ASAP. It's also important to draw two Nova early - this lets you use a 3rd Shard of Wisdom on your Golem and gain spell damage. This deck can be difficult to play perfectly, particularly in the early game. This isn't a deck that gets a lot of wins with Elemental Mastery - often, if you try to, you'll lose a match you could have won. Be as safe with your Shards of Sacrifice as you can be. In most Shard Golem decks, you want to make your Golem as large as possible in the early game. With this deck, you're less worried about how large your Golem is, and more worried about drawing all your combo pieces. It's much better to have a Shard of Sacrifice in your hand than it is to have it in your Golem!

The key to success is knowing how to use your card draw. If you need a 2nd Nova, don't use your Shard of Bravery to make your Golem stronger - draw with it! Similarly, if you already have 2 Shards of Wisdom, play your Shard of Integrity before you play your Precognition. There's a chance the card you draw is the 3rd Shard of Wisdom you need to make your Golem Immortal, or the Shard of Sacrifice that will give you 2 extra turns to win the game!  It's also important not to play your Nova when you don't need them. When you play Shard of Sacrifice you'll lose most of your Quanta - this can leave you unable to play your cards if you wasted your Nova early on.

It helps if you know what you're playing against. Precognition can help you to scout out what you're playing against. There are some tips below:
  • Against denial decks, such as Fractal-Pests or Discord-Black Hole, having an Immortal Golem often isn't that important. Don't wait for a 2nd Shard of Wisdom - get your damage in ASAP!
  • Against decks with Vampires, you can use your Shards of Sacrifice to prevent the AI from playing creatures. This will stop them from healing, but it's a high risk play if they have 10 or less damage out.
  • Against decks with Silence, don't be afraid to play your Shards of Sacrifice a turn or two earlier than you normally would. Better too early than too late!

Strengths:
The major strength of this deck is that it decimates Plat decks with low HP. In my 50 match sample, I only lost 2 out of 14 games against Plat decks with less than 140 health.

Purify is much less of a problem than you might imagine. As Shard Golems are a very fast source of damage, you spend less time with Shard of Sacrifice active with this deck than you would with, say, Poison Dials. This gives your opponent a smaller window to draw the Purify. Also, the AI will typically waste Purify early game by targeting their own health. If your main source of damage is Poison this is a big set back, but not for this deck! In 50 games, Purify was played 11 times. I only lost one match as a result of Purify whilst Shard of Sacrifice is active.

Control Bows can't do a thing about your Immortal Golem other than hope to heal more damage than your Golem can dish out. As these decks are quite slow, you can often fight through one Miracle to win the match. You'll see these decks quite often.

You also have a strong match up against Denial decks - another Platinum staple. Unlike most decks, you play all your damage instantly - you don't need to wait for pillars to make quanta for you. Their denial cards don't hurt you at all, and they're typically quite slow - this gives you plenty of time to get your damage in.

This is also a very quick deck - both to win with, and to lose with. Over 50 matches, my average game length was only 6.66 turns. This is excellent in a grinder!

Weaknesses:
It's important to stress that once Plat decks start to dip below 100 health or so, many of these bad match ups become quite favourable - the Shard Golem is extremely fast, and can often just race them.

Ghostmare is a 'nightmare' to play against with this deck. Their draw denial from Nightmare stops you from drawing the Shards of Sacrifice you need to keep health, and Shard of Integrity forces you to empty your hand for them. Decks that can outheal your damage are also a major problem - Life decks with many Shards of Gratitude, Light decks with many Miracle, or Darkness decks with many Vampires will all cause you problems.

Very fast decks - usually Mono Air or Mono Death - will also cause you trouble. To beat a 200hp Mono Air you need a Spell Damage Golem in the first few turns, so you can deal damage past their Fog, followed by 3 or 4 Shards of Sacrifice. It's far from impossible, but a lot of the time you'll be missing something and narrowly lose. Mono Death is a particularly difficult match as often they play Shards of Sacrifice themselves. This lets them heal off a lot of your damage.

Finally, this deck can be quite draw dependent to play - some games you'll have a great match up but lose anyway, because you didn't draw a second Shard of Wisdom against a Control Deck, or you drew your Shard of Integrity too slowly, or you didn't get the Shard of Sacrifice you needed to stay alive. In one extreme example, I played against a Mono Entropy deck with no damage - only Antimatter and Dissipation Shield. As Immaterial Golems are immune to Antimatter and Spell Damage bypasses Dissipation shield this is a perfect match up - but I didn't draw the 3rd Shard of Wisdom I needed for Spell Damage until the 26th card in my deck. I ended up decking out by one turn.

Conclusion:
This deck has a very competitive win rate in Platinum at the moment, and is one of the fastest grinders around. It's a great deck to snipe the Top 10 decks - these give increased rewards, and often have under 140 health. If you're sick of losing to Denial decks, or just fancy a change from the more regular Poison Dials/Swallow, try it out!
Spoiler for October 2016:

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Deck review and name by Basman-1453

Card by card:
Gravity Pendulums: Because even the most OP cards can never be casted without paying the quanta. More seriously, this deck arguably revolves around Graboids, Graviton Guards, and Pulverizers, demonstrating the strong bond Gravity and Earth have.

Nova: Because even the most OP cards can never be casted without paying the quanta. More seriously, aside of the extra quanta boost for Gravity and Earth (which this deck would have no trouble producing), you'll also need some Time to Evolve those Graboids into a veritable terror, as well as Water and Air for, respectively, Purifies and Improved Fog.

Elite Graboids: One of the offensive star of this deck. Three Earth for a 2/3 creature might not sound much (and indeed it is), especially if you don't read the fine prints. They're burrowed upon entry, and you can Evolve them as Time allows into a terrifying 10/4 monster that can protect itself from hostile CCs.

Graviton Guards: The other offensive star of this deck. Two Gravity for four attack might not sound much when you compare it to Life's Giant Frog, but seven (!) hitpoints is nothing to sneeze at, making it a very durable, efficient beatstick.

Pulverizers: Four Earth for five damage is nothing notable for a weapon, especially one that's upgraded. Its ability, though, is the reason why we're using this rather than a Gavel (which will deal seven damage per turn for just two random quanta, thanks to this deck's Mark of Earth). For two Gravity (three for unupgraded Pulvies), it lets you Destroy any one permanent -- be it an annoying shield, a dangerous weapon, or even a mere pillar -- per turn over the course of a match, potentially changing the tides of the battle.

Improved Fog: Hax shield. Seriously, though, it lets you evade physical attacks 40% of the time that (hopefully) it can buy you enough time to assert field dominance.

Gravity Shield: Creatures with high Attack tend to have high HP as well. This shield lets you evade physical attacks coming off creatures with more than 5 HP, protecting yourself from the stronger attackers.

Gravity Forces: A pretty versatile spell that lets you get rid of a hostile, problematic creature or protect yourself in a pinch. Considering this deck's offensive nature, it's mostly the former.

Purifies: While Purify's regeneration is almost pointless in itself, the fact that it nullifies poison (to save yourself) and especially Sacrifice effect (to bust your opponent's protection) is priceless.


Strategy:
Play your cards as fast as possible and let your creatures loose in the field, gnawing away your opponent's hit point. You might want to reserve Gravity Force on game-changing enemy creatures rather than wantonly using them on whatever, and you should reserve Purify just in case Shard of Sacrifice rears its ugly head.


Strengths:
This deck is at heart a rush. As such, your enemy will have to either outpace you in the damage race or stall you out, neither of which are very easy to do without the necessary cards. Elite Graboids and Improved Fog are absurdly cheap for the power it can bring, which helps the deck to keep its speed ahead of the opponent's rush. Stally deck, on the other hand, will have to deal with Pulverizers destroying their setup, opening them up to your critters.


Weaknesses:
As with all rainbows, an untimely Black Hole can quickly ground a rainbow to a halt. Not only it vacuums (amongst others) the Time you'll need to Evolve your Elite Graboids, the healing it gets off a rainbow is pretty significant. It also have limited CC, leaving you vulnerable to creature damage once you ran out of Gravity Forces. Rewinds can also be a problem, considering that chances are it's going to be used on the costly Elite Shriekers rather than the much cheaper Graviton Guards.

Although stally decks does have to deal with Pulverizer, dedicated stall decks that can deal with it will, more often than not, proceed to "take care" of your creatures' attack, one way or the other. Even then, this deck will have to draw their Pulverizer early enough to actually destroy the stall's setup and defeat it before this deck runs out of cards.


Alternative deck choices(1):
On formats where Shards of Sacrifice are restricted, you are probably better off replacing Purifies with Rewinds or Thunderbolts to help with CC. A Mirror Shield can also be useful if you're expecting a deck heavy on spell damage.

Swapping a few Elite Chargers in place of Graviton Guards can be tempting thanks to the Charger's ability to bypass shields, but it might strain your Gravity quanta too hard after Pulverizer usage.

(1) When the deck performed, the user was restricted from using, amongst others; Reverse Times, Lightning, and Sapphire Chargers. They were, however, free to use Shards of Sacrifice. Also, the user have to have at least half of their deck consist of Gravity cards.
Spoiler for September 2016:

Trials Time Finals: Pipeleaker
by Kuroaitou
This Deck idea of the Month was written by Discord

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The deck featured this month was made by Kuroaitou.
Card by card:

Blue Nymph: Endless UG provides good support against PC.

Sundial: While only active for one turn, Sundial can fend off enemy monsters, and it's an effective draw tool.

Wind Tower: Good source of air quanta for the nymphs and UGs.

Unstable Gas: Good damage outlet.

Time Tower: Outlet for the Sundials and Hourglasses.

Electrum Hourglass: More Draw mechanics for UG rush.

Time Pendulum: Quanta split between fire for the UGs and time.

This deck was taken from the time trials final battle results. It leans more towards the rush factor, due to the extensive amount of draw mechanics and the superior damage this deck holds.
Spoiler for August 2016:

Deck Idea of the Month
The Cold Void by iancudorinmarian

This deck review was written by dark ripper
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The deck featured this month was made by iancudorinmarian and Physsion.

Card by card:

Mark of Darkness: Since the deck revolves around SoV, mark of darkness is the obvious choice for this deck.

Shard of Void: SoV is the the heart of the deck. The rest of the cards in the deck want to stall enough for SoV's to chip away at the enemy's HP.

Arctic Octopus: The octopi are the main supportive cards of the deck. Even though they have low defense, their hard CC helps the deck stall enough.

Water Tower: Cause quanta never hurt anybody.

Water Pendulum: Cause more quanta never hurt anybody.

Vampire Dagger: It's OP. We know it. It's both great at stalling due to its healing and at offense with its 6 attack per turn.

Improved Dusk: Hax fits exceptionally well in this deck. Since both the dagger and SoV's are quite cheap, it's an easy way to stall your opponent's damage.

Inundation: Inundation is a situational card in this deck. Against some decks it will be useless but against some decks (e.g. fractal decks) it might be the difference between win and lose.

Ice Lance: Ice Lance can be used in many ways with this deck, but the primary role of this card is to work as a finisher after SoV's have eaten enough hp.

Strategy:

Play SoV's as soon as possible. You want to start chipping away your opponent's HP as fast as possible. After you start playing your SoV's you want to start stalling. Play your squids for CC and the dagger for sustain. Inundation might be a better choice against decks that play a lot of creatures, like fractal decks or pharaoh ones. Unless absolutely necessary, keep your Ice Lance on hand to use it as a finisher and keep stalling until you have chipped away enough hp with SoV's to finish off your opponent.

Strengths:

This deck is essentially a stall, so most rushes without CC and PC will struggle against it. You have great CC and sustain from daggers so low damage decks shouldn't pose a threat either. As of its nature SoV eats away HP so healing stalls will not work against this deck.

Weaknesses:

1HKO decks, mono air rush with SoFree, SoD/granite skin, poison, bolts, hard PC decks(pulvy), SoFo, and bad RNG are your greatest enemies. Stalls arent invincible after all, deal with it.
Spoiler for July 2016:

Deck Idea of the Month
Shocking The Void by Afdarenty

This deck review was written by dark ripper
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The deck featured this month was made by Afdarenty.

Since it's Trials time, I said I would review a trials deck. This time we saw a particular shard making its debut in trials and be played quite a lot.That would be the Shard Of Void. Several trialists decided to build SoV stalls for their own reasons, some succeeded and some didn't. But it looks fun to play, doesn't it?! (This deck was not altered at all)

Card by card:

Mark Of Darkness: Since the only quanta in the deck are air quanta, mark of darkness alone fuels the Shards of Void.

Wind Tower: Wind Towers are used here in order to play the air cards as fast as possible. Pends wouldn't be the correct choice here since the only darkness cards are the 1 darkness quanta SoV's.

Shard Of Void: The core of the deck. All the cards in this deck play a secondary role to buy enough time for the SoV's to eat away the opponent's hp.

Shockwave: Shockwaves act as the primary CC of the deck. With just one air quantum you can kill any targettable creature with 4 or lower hp. Plus, it can be used sometimes as a finisher when the SoV's have eaten enough hp.

Fog Shield: Hax shield is obviously OP. Jk. An easy shield to play that can block 100 40% of the opponent's creatures and weapons attack. It tries to buy enough time for the SoV's to do their job.

Eagle's Eye: Air's weapon is a very good addition to this deck. Not only does it deal decent (7) damage to the opponent but it acts as CC when needed. For some creatures with more than 4 hp that shockwaves cannot kill, or for rushes that shockwaves just aren't enough. Of course it can be used as finisher as well.

Luciferin: Huh? Luciferin? ... Afda pls... some people might say. But in a trial's match those 10 hp that a luciferin can offer might be what grants you the win. Since it doesn't cost quanta from a particular element it's easy enough to add to this deck.

Strategy:

 The strategy for this deck is quite simple. Play all your cards as fast as possible and try to prevent the opponent from rushing you till your SoV's eat enough hp. Ideally you want a quick fog shield, an EE by turn ~3, a couple of shockwaves on hand and  ~3-4 SoVs in the first ~10 cards. That way you have enough damage and enough stall to accomplish your goal.

Strengths:

  This deck is essentially a stall. So decks that rely on brute rush wont work easily against it. Every deck that rushes with low hp creatures. For example grabbows or immorushes will find themselves lack damage after shockwaves and EEs kill their creatures. Also, stalls that depend on healing are useless against this deck or stalls that dont have damage. In general, decks that dont pack PC will have a hard time playing vs this deck.

Weaknesses:

Of course, SoV stall has several weakness as well. Quite a lot of cards are counters to such a deck. It hates PC, too much damage, SoD based stalls with damage, 1HKO decks, quinted creatures(+SoW), cloaks, Poison, high hp creatures,Fahrenheit+Bolts etc. are bad matchups for this deck.
Spoiler for June 2016:

The Blue DenialBow
This Deck idea of the Month is brought to you by Afdarenty

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Continuing to highlight powerful PVP decks, I bring you a deck used by Team Air in both Wars #8 and #9. The deck uses a powerful selection of denial cards to disrupt your opponent, and the devastating Blue Nymph to finish games. Don't feel that you can't play this deck if you don't have 5 Blue Nymphs - just swap them for Azure Dragons or upgraded Wyrms. In fact, Wyrms are more effective than the Nymphs against decks with Reverse Time or Reflective Shields, though they leave you more vulnerable to the majority of shields.

Card by card:

Nova/Supernova: The most efficient way to provide quanta for the various denial cards, as well as the Fire quanta needed to trigger Unstable Gas. Although Nova/Supernova generate a lot of wasted quanta, focusing on the core strategy is more important than quanta efficiency here. Although Supernova provides more quanta, Nova will allow you to play Discord one turn earlier. This is the reason for the 3/3 split in the deck.

Discord: Arguably the best denial card in the game. This will slow down most decks you play against by two to three turns. Synergises well with Black Hole and Earthquake.

Earthquake/Quicksand: Slows down your opponents quanta generation significantly. An individually powerful card that becomes ridiculous when used with either Discord or Black Hole, or ideally both.

Blue Nymph: The main source of damage in the deck. If you have the quanta to use their ability each turn they become a 26 damage creature - far more powerful than any other creature in the game. They also give the deck an excellent solution to shields.

Reverse Time: Cheap creature control. Forcing your opponent to pay double the quanta cost of their creature will often be enough to lock your opponent out of the game when used with all the other denial cards.

Black Hole: A combo card that enables Discord to work at maximum efficiency and punishes slow quanta production after Earthquakes.

Strategy:

Your game plan is similar against all decks. Use your denial cards (Discord, Earthquake and Black Hole) to slow down your opponent and to protect your Nymphs, use your Nymphs to generate a lot of Unstable Gas, then enjoy the explosive end to the game.

When using Reverse Time, make sure to only target creatures that can effect the outcome of the game. For example, don't feel the need to Rewind your opponents Horned Frog. Wait for them to play Adrenaline on it first, then Rewind it. That way it will really hurt them. Similarly, it is rarely worthwhile to use your Earthquakes on only 1 Pillar or Pendulum.

Strengths:

Blue Nymph is a notoriously difficult card to deal with, even without factoring denial into the mix. Discord, Earthquake, Black Hole and Reverse Time all synergise extremely well with each other. If you draw the right combination of cards few decks will be able to keep up with you.

Weaknesses:

Occasionally you'll have draws where you don't draw many Nova, leaving you unable to play your denial cards, or a draw without many Air Pillars, leaving you with slow damage. Reflective Shields will prevent all of your damage from Unstable Gas, slowing the deck significantly. Decks using Nova and Immolation will allow your opponent to play creatures quickly despite your denial cards, however Black Hole and Reverse Time are especially effective against those strategies.

Speaking of Black Hole and Reverse Time against nova decks, both are effective cards against this deck. Nymphs are expensive creatures, so one Reverse Time can slow you down by two or three turns, and Black Hole is strong denial and healing against Nova. Also, any deck with enough creature control to kill your Nymphs can cause you problems if they escape the quanta lock.

Alternate Cards Selections:

As mentioned earlier, Wyrms and Azure Dragons both fit into the deck well, and Fog is worth considering in any Air deck. Purify is a good tech card if you expect Poison decks. Quintessence is a fine card to include as a 1-off if you expect to play decks with a lot of creature control cards. Forest Spirit can become a major threat if given enough time, although it starts off slowly.
Spoiler for May 2016:

King Bloodwall by Physsion
This deck review was written by JonathanCrazyJ
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Card by card:

Parasite: The work-horse of the deck. In most decks, it is simply a sub-par control creature. In this deck, it has multiple synergies, making it not only viable, but a thorn in the side of many opponents. It acts as reliable CC against low and mid HP creatures, who's death fuels the Bonewalls. More valuable, however is its synergy with Voodoo Dolls...

Voodoo Doll: Voodoo Dolls transfer poison and damage inflicted on them to the opponent. In this deck, Parasites and Gray Nymphs are used to inflict poison on opponents via Voodoo Dolls, which deal additional damage as the Doll loses health from its own poison.

Gray Nymph: Solid, high HP damaging creature, able to deal poison damage at double the rate of Parasites. The quanta balance of this deck means they are likely to come out later than the Parasites, which may mean the opponent has wasted CC on the darkness critters, allowing the Gray Nymphs to survive. Once an Aflatoxined Voodoo Doll dies, your board will start to fill with Malignant Cells, dealing additional minor damage. Be wary of using Nymphs as CC, because opponent Malignant cells could be harmful to your Bone Walls.

Bone Wall: Able to capitalize on various death causing effects, these act as a great defense for this deck.

Vampire Dagger: One of the best weapons in the game, it gives excellent healing and damage at a low cost. Allows you to heal up while a Bone Wall is active.

Siphon Life: A versatile card in this deck. Against rush decks, it can be used as CC with added healing benefit, fueling your Bone Walls. Against a more stall orientated deck, they can be saved, along with your darkness quanta, to provide a late-game burst of damage.

Strategy:

This deck is so effective, because it is so versatile. It can be considered a stall deck, yet matches up quite favorably against various other stall decks because of its own stall breaking strategies.
Early game, you want to set up a Vampire Dagger and Parasites quickly, especially against rush decks. Once your parasite has sprayed a few infections around, bring a Bone Wall out to capitalize on those death effects. As early as possible you should aim to get a Voodoo Doll on the field, and start racking up poison damage on your opponent. When you start getting towards the mid-game, bring out a nymph, and increase the speed of your poisoning. Against rush decks, Siphon Life should be used as and when it is available, trying to only use it when you have enough quanta to outright kill a creature. Against slower decks, or more stally decks, especially those with healing, you should save your Siphon Life cards in order to finish off your opponent.

Strengths:

While there are decks which can do aspects of what this deck does better than it, in a smaller meta, it can be an excellent Jack-of-All-Trades. Stallbreaking power from Voodoo Doll poison and Siphon Life is valuable, and excellent stalling power of its own through CC and Bone Walls make it a tough opponent to beat consistently.

Weaknesses:

Because there is a finite amount of poison that can be applied due to its Voodoo delivery system, purify crushes its stall breaking. Fractal would prove too much to deal with, as would many other stallbreaking tactics. It is also extremely vulnerable to denial tactics***, due to being tight on quanta and low on Pendulums. You would have to have a pretty good idea of what your opponent was likely to play in order deploy your strategy without being disrupted or circumvented.

***: This particular version was designed for a set of rules where up to 6 cards could be removed by its opponent. 12 Pendulums / 32 Cards leaves it less tight on quanta, though still able to function at 12 Pendulums / 38 cards.
Spoiler for April 2016:

Deck Idea of the Month
*SoPa Dials by Physsion

This deck review was written by dark ripper
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The deck featured this month was made by Team Darkness

Card by card:

Nova: The ring that connects all rainbow decks together that is nova has 4 uses in this deck. First of all it enables the core of the deck which is the Shards of Patience and the Sundials. Nova also provides quanta to speed up the deck using the sundials' hasten, plus they  facilitate the damage output of the deck with the burrow of the pests under SoPa.

Sundial: Sundial is one of the core cards of the deck. Acting as a stall tactic, it buys time for the deck to draw its creatures and and place them under SoPa to complete the deck's strategy. It also accelarates the deck if needed with hasten.

Steal: Steal is a necessary PC that this deck might need to finish off the opponent or steal any other permanents that might annoy the well-being of the deck.

Voodoo Doll: Voodoo Doll is a multitasking creature to this deck. By nature voodoo dolls cannot, or rather should not be targeted by CC, it is a cheap darkness creature that fits the deck perfectly and of course with Shard Of Patience on the field it delays the weapon of the opponent.

Shard Of Patience: Shard Of Patience indirectly provides the damage of this deck.

Pest: Pests are the main source of damage of this deck. Burrowing them and letting them grow their attack under SoPa only to release the SoPa and unborrow them to double their accumulated damage.

Vampire Dagger: Vampire Dagger is a cheap and very useful weapon to this deck. Helping to prolong the earlier turns by stealing some hp back and dealing some damage in return as well.

Nightmare: Nightmare is a nice one-card addition to round out this deck. It's just one copy of the card to the deck, but against certain decks like rushes it might be the reason to win the game.


Strategy:

 This deck is a semi stall-OTK deck that focuses around buying time to quickly finish off the opponent in 2-3 turns after the creatures on the field have gained enough damage. In an ideal world you would want to draw a couple of novas, pests, a voodoo doll, a sundial, a dagger and a SoPa. You want to place your dagger and the SoPa along with pests and borrow them. Pests should take priority over voodoo dolls unless you believe that the opponent's weapon is a threat. After that you have to calculate the opponent's damage and use your sundials accordingly. Last you might need to save your steal in hand to finish off the opponent. The average turns you need to win are about ~10.

Strengths:

 This deck is really strong against stalls as you have plenty of time to carry your strategy and your creatures are mostly untargetable. Also this deck thrives against deck that focus on CC for the same reason. In general, against almost any type of deck that gives you time to breath and carry on your strategy this deck has a high chance of coming out victorious. As well, because of pests this deck does well against most monos. Its versatility allows it to have chances of beating any kind of deck.

Weaknesses:

 This deck although not being entirely a rainbow it relies on RNG. Decks like mono fire that dish out loads of damage are difficult to deal with unless you can draw all of your sundials when the time is right.Also cards like RT, BW and heavy PC mess up your strategy. Another minor weakness is the vulnerability of pest before they burrow. In general, the biggest concern is that you can lose the game before you can complete your strategy.
Spoiler for March 2016:

Drainbolt
This Deck idea of the Month is brought to you by Calindu

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Hello, my name is Calindu and this month I'm presenting you a strong PvP deck used heavily by team Darkness in War #9. The deck utilizes a great deal of CC cards and the Dusk Shield/Vampire Dagger combo to stay alive and to control the board and the Black Dragon/Fractal combo to finish off the opponent.

Card by card:

Black Dragon: Very strong finisher combined with fractal, can combo for a maximum of 70 damage.

Drain Life: Crucial card for this strategy, strong CC card with the added benefit of healing.

Vampire Dagger: The MVP of this deck, it's a 12 hp swing per turn, for 2 quanta.

Dusk Mantle: Very good shield for this deck, makes sure you won't get bursted down by creatures and comboed with Vampire Dagger it makes your opponent wish he packed PC.

Lightning: Cheap and reliable CC card, kills most threats in unupgraded meta.

Fractal: Finisher and stallbreaker card when combined with Black Dragon.

Strategy:

This deck has a pretty straightforward strategy, but differs from archetype to archetype:

Against rushes, your main game plan is to kill every creature that poses a threat, and slowly heal and chip their HP with the vampire dagger. A rush deck will usually run a great deal of creatures, so it's important to not use 2 CC cards on a single creature unless it's absolutely needed(Nymph Queen needs to be dealt with right away for example) and value whether a creature is enough of a threat to ask for a CC card.

Against stalls, the game plan is very different, you want to build up darkness quanta for high damage drains and to get a hand capable of OTK. You'll periodically use lightnings directly on their hp to clean up your hand but try to use them only if you need to discard. The Black Dragon-Fractal combo is key against a stall, as it is a 60 damage combo(considering you have to use drains for OTK too) for only 2 cards. If you suspect a stall, steal is a great card to ensure you can deal damage through a shield.

Against domination decks, the game plan is similar to the one against rushes, just that they'll often pack sturdier creatures and some utility cards. The match up can be hard or easy depending on their build, some cards like Sky Blitz, Fire Bolts, PC cards or stall-breaker combos can be really hard to deal with.

Of course, there are some decks not included here but those are the main categories of decks you will probably encounter.

Weaknesses:

Fractal decks: A good fractal deck can flood the board so hard not even 11 CC cards can deal with it.

Stalls with reflective shield: Reflective shield blocks any spell damage, so with a full fractal combo, you can deal at most 70 damage, not enough to OTK. At that point, CC cards and miracle will follow and you'll not be able to finish the game.

Creatures with more than 6 hp: They need 2 CC cards or a 20+ quanta drain to kill, so until you get that quanta you are split between taking damage or using 2 cards to remove it.

Burst damage: Burst combos are very hard to deal with, you don't really have great ways to stop it and you can't really win before them too.

Quanta control: This deck needs a lot of quanta to do its job, Lightnings are mainly powered by mark, and drain life need quanta to be able to kill creatures. If that quanta is denied you can easily be rushed down by them. A great way to make this match up better is to upgrade lightnings.

Different versions:

Spoiler for Steals version:
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A great version if you suspect a lot of stalls or annoying permanents, not so great otherwise

Spoiler for Anti quanta denial version:
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This version is way better in case you face a quanta denial deck, upgraded lightnings don't really care about most quanta denial forms and you have more quanta to play with.

Spoiler for Fire version:
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This deck can be built even with fire as main element, it deals more damage but can't survive as well.
Spoiler for February 2016:

Adrenaflies by Timdood3
This Deck idea of the Month was brought to you by Vineroz

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Card#Description
Adrenaline5Essential boost for damage. Will not work without this card.
Golden Dragon2Extra damage when necessary
Firefly6Main attacker, also plays a very important role in building tempo
Damselfly4Quanta source and alternate attacker. Strongly recommended to be upgraded because of quanta distribution.
Shard of Freedom6A boost on attack and protection to Fireflies. Strongly recommended to be upgraded because of quanta distribution.
Air Pendulum7Quanta source

This month we once again look into deck synergies with Adrenaline:air :life combo is one of the earliest combos that caught many new player's eyes, all because of one card - Firefly Queen. It is so popular that there is a False God (Fire Queen) made with this synergy, also the introduction of Hope and Sanctuary gave FFQ decks a more versatile approach.

Because of this reason, Firefly as a standalone card is usually being overlooked. Why would I waste a card slot for one creature instead of the creature's generator? The card value just seems to be superior. Moreover, if we compare Firefly with other 3-attack creatures (because of Adrenaline synergy), it does look kind of lame:

CardCostStatAbility
Firefly3 :air3|2Bioluminescence: Generate :light per turn
Horned Frog2 :life2|2-
Flesh Spider3 :death3|3 :air Web: Target creature loses "airborne"

So why are we using this poor card? Aren't we trying to be the very best, like no one ever was? The answer is very simple, just one card:

One single card that can 1. boost your airbourne creature's attack 2. helps them bypass shield 3. prevents targeting from opponent. Can you find another card that serves more purpose and fills up so many weakness in every aspect? NO YOU CAN'T. With the boost of Adrenaline and Shard of Freedom, a single Firefly can do up to 20 unstoppable damage per turn. That's twice as much as a dragon!

Play style

Damsels and SoFree are the first priority to play. Although Firefly is your main attacker and this is quite a rushy deck, you want to protect your Fireflies by playing SoFree first. Always reserve Adrenaline on Fireflies, unless you can win the game by Adrenaline'ing your Damsels.

Best against

Although SoFree can provide exponential growth on attack/turn, the combo is a drawback to bring the tempo back on curve. With this reason this deck is best against 100HP opponents.

Why you should use this deck
  • SoFree is OP
  • SoFree is OP
  • SoFree is OP
What beats this deck easily
  • Reverse Time, just like any other combo decks
  • Quanta denial: This deck is quite tight on quanta generation
  • Lots of CC/PC: They can just destroy and kill everything
Spoiler for January 2016:

This Deck idea of the Month was brought to you by Discord

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Minority Report is an interesting deck to use which only requires minimum amount of quanta. Six Nova can still hold a lot, for being such a small quantity of quanta. With Time being the main element w/ Deja Vu, this deck is also a very powerful rainbow. From the Epinephrine to rush damage down to the silences to deny your opponent from drawing. This deck is a very useful rainbow.

Nova (6): The main and only source of quanta in this deck. Six of these can go a long way.

Chaos Power (4): This spell is the perfect way to boost your Deja Vu for more damage, and double when it splits!

Epinephrine (1): More damage is a key to winning faster. Epinephrine is a good way to rush out damage faster.

Shard of Bravery (4): This deck needs a way to rush itself out aswell. Got this in your hand but nothing else? Use it, it might do you some good.

Elite Deja Vu (4): Four creatures for 4 copies of buff spell. Four turns into eight, which can only mean more damage!

Rewind (4): What is a deck without some creature control? If there's too much damage coming from your opponent, then just rewind it!

Precognition (3): Looking to see what your opponent has in his hand for you? Use this and prepare yourself with one extra card.

Nightmare (2): A great way to prevent your opponent from drawing, while restoring health to you.

Silence (2): Another good way to prevent your opponent from drawing cards. Use it wisely, however. It only lasts one turn.

Strengths: With all this rainbow power, this deck is good against an unsuspecting opponent, or for grinding AIs with. The rushing damage is good against stalls, and the draw denial is great against a rush. This rainbow deck could be the million in one chance you get to finally beat that one AI you couldn't beat before.

Weaknesses: With only 6 quanta producers, it could be hard to draw one in a 30 card deck, which in then turn can slow down the deck. Bad hands can lead to bad consequences. With no hard CC, this deck can easily break in half.

This deck is an interesting way to experiment with rainbows and brings you one step closer to understanding what goes good in a rainbow whilst being fun and effective.
« Last Edit: February 25, 2017, 05:31:47 PM by mathman101 »

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Re: Deck Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=47143.msg1147123#msg1147123
« Reply #2 on: July 22, 2014, 05:15:39 PM »
Spoiler for December 2015:

This Deck Idea Of The Month is brought to you by Vineroz
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Druidic Staff (6) : Despite the healing, Druidic Staff is also a substantial damage source in this deck. The unupgraded version is used so that the healing can be maximized with Adrenaline effect.                 
Life Pendulum (10) : Quanta source and target for Nymph's Tears. The Green Nymphs generated will be crucial in building up damage and healing.                 
Water Tower (1) Quanta source and target for Nymph's Tears.                   
Water Pendulum (3) : Quanta source and target for Nymph's Tears.                   
Nymph's Tears (5) : The main card in this deck. You need it to start building up damage.                 
Animate Weapon (5) : Flying Druidic Staffs so that you can heal more.                 
                           
"Nymph's Tears (NT) is a tricky card to be placed in a deck. NT itself is not a top tier card as it is rather slow to build up, therefore it is often overlooked by elite deckbuilders (with a very special exception of Swallow). However, it is undoubtedly a very fun card to play with because of it's variation that can bring in different decks. This time, it is included in a very well-known strategy, Flying Staffs, to form a hybrid of a rush and healing deck.

Traditionally, Flying Staffs follows 1 simple strategy with 3 main cards: Druidic Staff, Adrenaline and Flying Weapon. By introducing NT, the Adrenaline part will be replaced by Life Nymphs, which can be generated by directly targeting NT on Life Pendulums, or using using the NT -> Water Tower/Pendulum -> Life Pendulums combo. Being a 3/7 creature, Life Nymph is not that easy to be controlled. This gives a huge mid-game advantage as putting every creature on Adrenaline can boost your attack very fast, not to mention the Nymph itself has a sweet spot damage for Adrenaline.

NT decks as mentioned before is fun because of it's variation. In this deck there can be another source of damage, which is Water Nymph army. Since the last buff of nymphs, Water Nymph becomes a 6/7 creature that is capable to replicated itself with the expense of another Water Tower/Pendulum and 4 quanta. With such stats it is capable to be a mid-range creature that urges the opponent to deal with it in 2-3 turns."                           
Play style:
You will want to get a Staff played as soon as possible, if you are not expecting any permanent control. The early healings are crucial for you to buy time and accumulate the quanta you need. Then depends on the board you will have to make a decision between Life Nymph and Water Nymph. Do you desparately need extra healing because you are being rushed? Or is your opponent still building up the board? If you are short on water quanta, you might even want to let those Life Pendulums run 1-2 more turns to gather more quanta before summoning a Life Nymph. While playing NT decks you can learn when to sacrifice quanta generation for damage/board presence, as you need to at least foresee a few more turns for your quanta distribution."                           
Best against:
This deck is capable to be played against AI4, due to its generally slower setup. The amount of healing can usually sustain long enough against AI4's attack.

For Arena, it really depends on the current meta that if it can go Gold or above, despite what is suggested in the original post. Usually Gold league is filled with 2/3 upped decks, with at least a 2x mark and often a double-sized deck. It is like an enhanced AI4 with better deck builds. Such opponents can easily outrush you or have enough control before you can set anything up. Therefore, for the sake of consistency I would not recommend to bring this deck against Gold or Platinum."                           
"Why you should use this deck:
1. 2 strategies in 1 deck
2. Learn to control quanta
3. Nymphs are fun                           
What beats this deck easily:
1. Reverse Time, just like any other combo decks
2. Quanta denial, hurts NT decks really bad
3. Gravity Shield, auto ragequit. Yes AI4 will have those.
Spoiler for November 2015:

Jade Stafftal

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Yes, this is a thing.

Basically a Frogtal, but because nobody likes Dims, we use the healing power of Jade Staves. Built by dawn for Trials of Life 9, though he actually didn't use it. This deck is rushy while providing good healing.

Card by Card Breakdown
Fractal (4): Fractal is a powerful card, that fills your hand with the targeted creature. It can be used in any deck if it has enough quanta sources. Better hope you have enough quanta!
Aether Pendulum (2): To boost the amount of aether quanta you get, also a way for quanta split in case of Earthquakes.
Giant Frog (5): What was meant to be the original target of fractal, this card is strong with a low cost. A worthy opponent.
Jade Staff (3): This was originally meant for healing as well as a boost of four extra damage to your opponent. For kicks and giggles, you can Fractal these instead of your Frogs.
Life Pendulum (10): Ten of these for more quanta for all those creatures you get with Fractal. Provides a good quanta base for both Life and Aether.
Animate Weapon (6): These are meant to make the staff in your hand airborne so you can bring out another staff. There's six in case your opponent is carrying Reverse Time!

Strengths
-Like many other Fractal based decks, Jade Stafftal does well against many stalls.
-It is fairly fast, capable of 8 ttw games.
-Fractal is easy to use, even easier if half your deck is quanta producers.

Weaknesses
-If Staves decide to clog your hand, and you don't draw any Animate Weapon, it often screws you over as you get outrushed.
-Shields and Mass CC are pesky to deal with, especially damage reduction and Dims. If you want to play around Mass CC, always keep a frog in hand.
-As usual, bad draws can be a problem with this deck.
-Reverse Time and Eternity can be troublesome!

This deck is fun, and helps you understand the properties of Fractal. Plus, it's a fun way to experiment with aether and life duos.
Spoiler for October 2015:

Creator: 5aruman
Deck review by: MeowMeowCat

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The Mourning Sage is a Light/Aether/Air deck based around using the built-in immortality of a flown Morning Glory as a tool to make it deal spell damage via the use of Shard of Wisdom. It excels at having, for the majority of the time, a large amount of spell damage hitting your opponent. Fancy a 24 | 4 immortal, spell damage dealing creature? If so, I think this is a deck for you.

Strategy
Play your pendulums, play the Morning Glory, Animate Weapon it, and throw your SoW on it. This is the main strategy for this deck. If the enemy seems to be dealing just a bit more damage than you'd like, play your Phase Shield to eliminate some of that damage. When your HP starts to dwindle to low numbers, play an Improved Miracle to bring your HP back to good shape.

Card Breakdown

Morning Glory (5x): The backbone of this deck, and your sole source of damage. This card costs 5 quanta to play, and it is a 8 | 4 creature when you use Animate Weapon when you have it equipped. Without this card, this deck would be... well, nothing.

Animate Weapon (4x): Another core card of this deck. Animate Weapon is a part of a 2 part combo of playing Morning Glory, then playing Animate Weapon to summon a 8 | 4 immortal creature. It's also a part of the 3 card combo this deck uses, involving the combo stated before, but with the addition of Shard of Wisdom, to give the Morning Glory an increase in ATK, and make it deal spell damage.

Shard of Wisdom (4x): The third core card of this deck. Shard of Wisdom, when played on an immortal creature, grants it +4 | 0, and makes the immortal creature deal spell damage, which completely bypasses all the shields in the game, except for Reflective Shield, and Emerald Shield. This card is what makes this deck shine.

Phase Shield (5x): One of the sources of defense for this deck. When played, it completely negates all physical damage that would be dealt to you, for 3 turns. Although it can be stole from you in game, usually this isn't an issue, due to your spell damage dealing Morning Glories.

Improved Miracle (2x): The second source of defense for this deck. When played, it restores your HP back up to your max HP, minus one. This card is extremely useful for later in the game, when you have your Morning Glories out and attacking, but you notice that your HP is starting to get low. Just pop one of these, and your HP is back up into good shape.

Light Pendulum (10x): It's quanta. Play it to get quanta so that you can use your other cards.

Strengths
Deals spell damage to bypass most shields
Immune to CC
CC usually not an issue


Weaknesses
Reflective Shield and Emerald Shield can put a damper on things
Prone to bad draws
Denial can put you in a sticky situation


General Thoughts
If you're looking for a deck that can kill your opponent quickly and efficiently,
while feeling nigh un-killable yourself, this is the deck for you.
Spoiler for September 2015:


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Stalling Shards is a deck based on luck and skill, as well as your hand. It could be good, it could be bad, you'll never know for certain. Things in this deck are risky, make the wrong move and you're dead! From the Deadly Poison to the Purify, this deck could easily win with the right draw. Lots of healing factors in this deck also help keep you alive long enough to either deck your opponent out or kill them with damage.

Quantum Tower (16): Quantum Towers The only source of Quanta you'll get in this deck, use it all! Quantum towers will provide 6-3 random quantum for each one tower, i don't fee mathy today, but i'm pretty sure that's alot of quanta!

Discord (1): This weapon is very useful against monos or duos, dealing 6 damage to your opponent every turn, this weapon is very strong!

Shard Of Serendipity (6): On top of lucky draws, you better hope you get something good from this shard, it could be useful, it could be deadly, or, it could just be a simple, weaker creature. (we all get those eventually) but use it if you can, it might be useful!

Deadly Poison (6): Deadly Poison is a useful thing to use against any opponent, dealing 3 damage for each one you have, it's stackable, and annoying if your opponent doesn't have purify.

Gravitation Guard (3): Gravitation guard, in this deck, is just an extra damage boost. dealing 4 damage to your opponent each, it could get a little nasty for your opponent if they don't have enough Creature Control to stop a 7 health creature.

Pulverizer (1): If you draw this card, it's endless permanent destroying for you. With only the need for two Gravity quanta or destroying one permanent, and the chance of getting some from your Towers, your opponent's permanents are long gone as soon as your draw this card!

Granite Skin (2): Granite Skin requires lots of earth quanta to be successful, that's still possible with the towers, but it'll be slower.

Shard Of Gratitude (3): More healing! This shard is very useful in more ways than one. If you're looking for an EM, no creatures left on the field and only a weapon, this shard will give you tat if you're at almost full health.

Purify (4): Purify helps if your opponents have Poison, less Poison for each Purify you have, and stackable. Also another good healing source.

Mirror Shield (1): Mirror shield is great for blocking your opponent's spells! Put it on as soon as you get it, and your opponent's spells will just bounce right back, no more worries over UG and Poison!

Improved Miracle (2): Low on health? If you have an Improved Miracle out, and enough quanta, use it! Improved Miracle might be expensive, but it's worth it when you're still alive in the end.

Improved Fog (1): Improved Fog has a high chance of blocking creatures, if you get lucky enough, none of the creatures on your opponent's side will hit you at all!

Electrum Hourglass (3): Missing a card for your combo to be complete? Try drawing a second card to see if it's what you need, or speed up your deck a little more with this lovely card, just don't deck yourself out!

Improved Steal (1): Like stealing things? Use this wisely, and you might get lucky with your choice, steal your opponent's shield, or a weapon. the possibilities are endless!

Deck weaknesses: The lack of a few certain cards can be often deadly if you're not careful with your actions. only one steal, that might be hard to draw. Too much healing, where's all the damage? Not enough CC, maybe too much random luck from Shard of Serendipity. This whole deck is based on luck and draw, anf often times, your luk cannot be the best. Of course, if you have a good draw, none of this could be a huge problem.

Deck Strengths: All this healing can be very useful, if you use it wisely, you could get an EM, or maybe, if you don't. you'll just barely survive with only one HP left. Shard of Serendipity can give you some really cool things too, whether it be more healing, or some CC or another creature. Two shield and two weapons for a higher chance of drawing one of the four available in this deck.
Spoiler for August 2015:


Electromare [death][darkness][AI4][Arena] by montrossen

This deck review was written by Discord

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Electromare is not a deck to use in pvp duel, it's used to grind any ague in arena and even AI4. this deck is fun, and is just as strong as you would expect. playing this deck i noticed that bad hands can really throw you off, same with cards like tower shield and plague, lightning storm and pandemonium. then again this deck throws off deck arenas as well, when this deck works, you'll have an easy victory.

Spark(6): the main part of this deck if you want it to work right, spark dies after dealing 3 damage to your opponent. they may not be very strong, but the combo with it in this deck proves spark's worth.

Bone Tower(2): helping you get out the boneyards faster, you only need two with the help of all those pendulums. they're pretty much a backup in case you need the deck to go faster, but they are there if you need them.

Graveyard(6): in order for this deck to work the way you want it to, the boneyards are used for when the sparks die. getting them out as soon as you possibly can would be advised, seeing as the moment you plat a spark, you can no longer put it back in your hand. so if you misclick, then there's no worry.

Death Pendulum(5): these are just used in case you don't exactly get a tower on the first hand, and generate double quantum.

Imrpoved Steal(3): just in case you envy something the opponent has, or if the opponent steals something of yours first, use it wisely.

Eclipse(3): used for buffing the skeletons when the time comes.

Nightmare(6): playing this deck against AI, the AI would be foolish enough to play whatever you nightmare into it's hand, specifically, sparks. make the AI play sparks when you have boneyards out, and it gives you more creatures!

Deck weaknesses: obviously Pandemonium, Plague, Rain Of Fire, and Lightning Storm are huge threats to this deck, when played they can kill off any creatures you already have in your field.with not much in the way of protection, and at the times this deck is slow, the AI could have a little more of a chance of killing you. this deck is also weak against stalls, so be careful which AI you choose.

Deck strengths: of course when you get everything you need out, this deck is going to be a blast of fun grinding arena and AI4. you can just sit there and watch as you play whatever you want out of this deck. when sparks die, or any other of your opponent's creatures, it turns into a skeleton on your side. how fun is that? winning against AI with no trouble while having fun with Death, Aether and Dark all in the same deck?

This deck may be useless against people opponents, but it sure is handy against AIs. you can easily kill off any AI while just having fun with this deck.
Spoiler for July 2015:


Fireflight [Air/Fire] by Puff

This deck review was written by Discord

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Fireflight is a basic deck, easy and simple to use, all you have to do is watch out for certain unpredictable cards. Fireflies and Damselflies are the two main sources of quantum you need, keep and eye on those! of course as soon as you get the shards out, keeping them safe from targeting will be a breeze. phoenixes are for extra damage, and the sword are just in case you have nothing else to use against your opponent.

Long sword:2 : these are just in case you have nothing else to use against your opponent, a backup in a way, and they barely cost anything, it might be worth it if your opponent is close to dying and all your creatures are gone.

Minor Phoenix:3 : these are for extra damage, and a very low cost too. even now, if they die, you can always re spawn them. that way the damage just keeps coming!

Wind Tower:5 : in case you don't get exactly what you need on the first turn, towers should always be a second option. they provide quanta as much as damselflies do, and cost nothing as well. without these towers, you'll only get a dragon out slower.

Damselfly:6 : Damselflies are used for excess quanta as well as dealing a little bit of damage to your opponent. they look cute, don't they? don't be fooled, they may not deliver much in the way of damage, but they are still important to getting the quanta you need.

Sky Dragon:2 : also built for dealing damage, they may cost alot in the way of quanta, but you'll find it's useful once out. they deal a fair amount of damage, at the price of quanta. but quanta build up faster when you have everything you need out.

Elite Firefly:6 : fireflies are good, they do a little more damage than damselflies, and produce the much needed fire quanta for this deck and the phoenixes. they are still important to this deck, if you want this deck to be complete. it does damage as well as deliver fire quanta to you.

Shard Of Freedom:6 : in order for your creatures to be safe, these shards are pretty much wanted for this deck, wouldn't you hate it if all your creatures were killed? this allows creatures to avoid targeting as well as deal double damage, therefore killing your opponent faster.

deck weaknesses: again, lobo is bad for this deck, lobotomizing your creatures' abilities means no more excess quantum. Fire storm and plague or retrovirus and Discord are just as bad  for this deck. with no counters, this deck has quiet a few weaknesses. Skull Buckler/skull shield are huge in the interference of this deck, wouldn't want your creatures turning into skeletons would you?

deck strengths: plenty of quantum to go around here! pests shouldn't be a problem, neither should any other quantum stealers. once you get the shards out, the creatures can't be targeted with anything, they do double damage too. the extra quantum can be used in case of reverse times.

Firelight is a basic, fun deck, but calls for many precautions. it provides experience for the element of air and fire both, and it's just to have a little fun.
Spoiler for June 2015:


Freeze-dried tears by ggabriel2

This deck review was written by Discord

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Known as Freeze Dried tears, this deck has the strategy of hitting your opponent when they least expect it. In case of the problem of no nymphs, just use three extra nymph tears. Strategy goes as far as stalling your opponent by freezing their creatures, or using Dry Spell/Dessication for killing the creatures enough to get a nymph out, and the rest takes place from there.

Water Tower:7 :the only thing other than your mark that'll get you far enough to beating your opponent;

Dry Spell:2 :this is where the damage to low HP creatures comes in, such things like Deja Vu's and Vultures, etc will either be wekened or instantly killed off if not already buffed;

Congeal:3 : stalling creature damage is important if you want to survive long enough to get a nymph and some damage out on your opponent;

Arctic Octopus:2 : in case you run out of Congeal spells, this will help keep your opponent's creatures at bay, so use them wisely;

Nymph Tears: 3 : these will help get a nymph if you can't quite afford one already in your hand! In which turn can be used to make more nymphs, until you get a nymph army!

Dessication:3 : A stronger version of Dry Spell, this spell does two damage, (better than one isn't it?);

Water Nymph:3 : (in case you don't have nymphs, use Nymph Tears) these are vital to your system

Water Pendulums:7 : in case opponent has Earthquakes or Quicksands.

Deck weaknesses: it's obvious Lobo and steal are big things to avoid. When it comes to this deck, it's because if you can't produce nymphs from what you already have, there's no reason to this deck. If your opponent has either of the two, they can lobotomize your nymphs, no more nymph production, and they could steal your pillars, less pillars/pends means less quantum production, which means less chance of getting enough quantum to use your creature's abilities. Same goes with Devourers/Pests in this case.

Deck strengths: the cards such as Desiccation, and arctic squid can hold the creatures back while you get what you need out. Desiccation can kill low HP creatures, stalling your opponent even more while you get some more damage on them. The Congeal does just as much in the way of stalling creatures.

This deck is fun and easy to use, and provides good experience with the  :water element while easily surprising and killing any opponent!
Spoiler for May 2015:

MrSexington's "Rage Quit"
This deck review was written by Dm

A very old deck called... MrSexington's "Rage Quit" Deck.

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Now, most of you "newer" players might have never heard of this deck. Or probably you've only heard of "Rage Quit" with Chapuz' "Ragequit Factory" deck (well, it's already a bit old since it's from 2012 though...). And so you might think that this is just an older, slower, crappier version of the newer "Ragequit Factory" deck.
And honestly, you wouldn't be too far off. The "Ragequit Factory" is just a trimmed down version of this. But that does not mean that this deck is any less funnier than it. And because you are packing 60 cards, you can bring a bit more to the table. Let's look at the cards.
Quantum Tower: We don't know what this is for, but maybe you can figure it out for us.
Supernova: We have a small guess that this might serve the same purpose of Quantum Towers, except that it gives it a bit of an extra boost. Don't play twice of it, we're not focusing on singularities with this deck. Some people like exchanging this for other cards; but we'll tackle that later.
Improved Antimatter:This is where things start getting fun. Find the opponent's creature with the highest attack power (and if you're afraid that the opponent might want to CC himself, with a higher HP too.) and use Antimatter on it. I think the description of the card is accurate enough - The creature will now be healing you. Leave it there and proceed to the next card of the combo.
Aflatoxin: Which is this one. You're not supposed to use this on your own creatures (Well, not like you have any to start with...) but rather on your opponent. This will fill his field with Malignant Cells. Of course this would be a very stupid move if you don't have shields, but thankfully, we are not stupid, and we do have shields. You should aim to keep the only creatures on his side either Malignant Cells or Antimattered Creatures.
Protect Artifact: Fairly straight forward, this protects your permanents. Such as your shield, which is pretty important if you didn't notice. Or your towers, so you don't go quanta starved. Or your Hourglass, to draw more. It's situational, but you should quickly grab the hang of it.
Spine Carapace: One of your shields. Spine Carapace is a good shield since it will block the damage from all the Malignant Cells; simultaneously, Spine Carapace will, with enough time, kill any other creature that is not either Antimattered or a Malignant Cell. All in all, a pretty standard shield to have in decks like this.
Shard of Gratitude: This card was in this deck back when it healed 5 HP independent of your mark. Now that it is no longer like this (and now that Sanctuary is in the game) you can swap this for Sanctuary no problem. Or you can tweak it a bit yourself and just use Shard of Gratitude none the less.
Purify: In case you find someone who only has an arsenic and deadly poisons. Just in case. Also, added healing.
Inundation: An underused little card that has been "recently" (warning: definitions of recently may vary) been buffed to include more slots. Basically, any creature that isn't water or other and remains in "Flooded" slots will die. This hampers the opponent even more, as he will only have five active slots to play with, and they'll either die to your shield, be malignant cells, or be antimattered. Yep, pretty good to have in this deck. But it's not a necessity - it's more of a commodity in case you face something like Fractal. For example.
Mirror Shield: This shield also blocks exactly 1 damage so that the Malignant Cells won't hit you. Apart from that, it holds a few other good points, like the ability to block spell-damage creatures (Which are now a problem with Shard of Wisdom or Psion, which again did not exist back then) or some older decks that already existed back then (Like Firestall).
Improved Miracle: In case you somehow have a huge streak of bad luck or your opponent simply has a quinted purified Steam Machine at a retardedly high attack or something like that, use this to save yourself from near-death. Quite self-explanatory.
Shard of Divinity: Again, a card that was stronger back then, but still strong enough to be included today, this card will simply raise your maximum HP. This will give you a bit more Electrum when EM'ing, make you harder to kill, et cetera. You may swap this for a Stone Skin if you so desire - the effect will be the same, but you'll need to wait a bit more before using it.
Wings: Another Shield. For the love of all that is holy and unholy in this earth do not substitute a Spine Carapace or a Mirror Shield with this. Use this to stall while you get your combo out. That's it. It blocks a lot of things and is "better" to have, in this scenario, than a DimShield - It lasts longer, blocks most attacks, and what it doesn't you're likely healing back anyway.
Electrum Hourglass: Draw stuff, get your combo out faster, make the opponent rage earlier.
Sundial: Stalls opponent for one turn. Blocks all incoming damage (Except weapons.) Also gives you a bit of drawing. Good stalling card overall.
Improved Steal: Steal stuff. Annoying permanents. (Like Fahrenheit, or Titan, or breaking an Eternity + Photon combo..)
Electrocutor: Some damage. No, just kidding. The main point of this is to take away annoying abilities. Like the Psion's if you don't draw a mirror shield, or butterfly effect. Well, not that anyone uses the latter, but hey.

The whole deck concept has already been explained and is fairly straightforward - Lock the opponent down with a combination of Flooding, Antimatter, Aflatoxin, and one of your shields. The point of this deck is to simply make your opponent ragequit. You will not gain a lot of electrum with it, and you will not farm fast with it - it is simply to have a bit of fun. The great point about it is being highly customizable - as pointed out, you can swap some cards for others, and always add in new ones. For example, adding a Permafrost Shield instead of a Spine Carapace, or adding a Pandemonium to help clear the opponent's field in case something goes awry; or adding the classical Eternity + Photon combo so you avoid decking out (in case you meet someone else who is as sadistic as you and uses this kind of stuff.)
Spoiler for April 2015:



SoSeDBH of Superstition by theelkspeaks

This deck review was written by agdhar

Have you been searching for a SoSer deck which is fun but also equally effective?  Then this deck is for you.

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This deck was made by theelkspeaks for the weekly tournament. He went on to win that edition, well that's something you already read.

Mark  :entropy: The features 4 Chaos power, 4 Super Nova, 3 Discord,  SoSer. Hence The mark has to be  :entropy. Not to mention the entropy cards you will get from SoSer.

SoSer: The card you want to build your deck around. Feeling lucky Punk?

Super Nova: 2 quanta generated in all elements is quite useful to play the  :rainbow cards. Exercise caution when you suspect BH in the opponent deck, playing only when necessary.

Discord: An early discord is a match-winner against most mono or duo. Combined with Blackhole its lethal to the opponent. Also the heal from BH comes in handy. Even if it gets stolen not, it's not much harm since this is a  :rainbow deck.

Chaos Power: Buff. Buff. More Buff. But make sure you buff the right creature.

Flesh Recluse: Low cost high damage. Comes with a useful skill Web.

Graboid: Low cost, high damage. You can buff the Elite Graboid and burrow if you suspect CC.

Lava Golem: If you get this out early it can turn into a monster for your opponent. A good candidate for CP to survive initially.

Abyss Crawler: Nice damage output, can survive even lightning.

Elite Wyrm: Best candidate for CP. Can cause some serious damage when buffed.

Phase Shield: Offers some protection when things aren't going your way.

Strategy:
It is simple yet complicated. Your strategy keeps changing with cards you draw and cards you get from SoSer. Play each card to its merit and you give yourself a good chance at winning.
A late Blackhole can also be used as heal to survive that one turn so you can kill your opponent. Or to get an EM.
You want your hand to have empty slots to be able to get cards from SoSer. Don't be reluctant to discard SoSer if you have more than a few in your hand.

Strengths:
The 6 creatures with 4 Chaos Powers are sufficient to cause enough damage to kill the opponent. Any cards obtained from SoSer are really a bonus.

Weaknesses:
This deck comes with a risk where your SN may decide to bottomdeck. Still, you can survive with QP.
Draw dependent.

I like using SoSer. The excitement is in the unpredictability of the cards you will be getting. The problem is selecting the quanta source and other cards to be used in the deck. This deck tackles that very efficiently.
I played 25 matches in bronze arena using this deck, winning 22 matches with 4 Special wins. The losses came against top ranked decks in the league. Average TTW was 9.5.
Spoiler for March 2015:


SoPa Pestbow by Youpla

This deck review was written by iancudorinmarian