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Offline dragonsdemesneTopic starter

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Dragonslaying 101 (Or, how to beat the false gods unupped with oracle counters) http://elementscommunity.org/forum/index.php?topic=52272.msg1108414#msg1108414
« on: November 09, 2013, 01:08:11 AM »
In the interests of helping out newer players, and in a similar format to my arena thread, I'm going to try and design unupped rareless counters for each of the false gods as I spin them from the oracle, in order to help newer players defeat them and hopefully win a few upped cards to get them going earlier.  Basically, each day when I play against the FG, I'll design a deck, and then try it out, and if it wins, or seems to have potential, I'll post it, and each time I get that false god, I'll either try the same counter again (if it works or looks like it should work most of the time) or try another one if it fails, and I'll post a few play tips or things I'm working on in my quest to find a solid counter deck to each.  Anyway, it's going to look fairly sparse to start with, but it'll only get better with time.  I will keep them 100% unupped and rareless, so that any player who has played more than a few days should be able to construct the deck.  If the new player has a few upped cards, they can certainly substitute them in to improve it, as they are able.

edit: I'll be doing this without the oracle pet as well, because it's a random factor that cannot be controlled, and sometimes you don't get any pet at all.  If you want to use your pet, feel free, and in fact, I would actually encourage it to increase your win rate, but I won't do it, just so nobody can say it was the pet and not the deck that won.

Offline dragonsdemesneTopic starter

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Re: Dragonslaying 101 (Or, how to beat the false gods unupped with oracle counters) http://elementscommunity.org/forum/index.php?topic=52272.msg1108415#msg1108415
« Reply #1 on: November 09, 2013, 01:08:30 AM »

Offline dragonsdemesneTopic starter

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Re: Dragonslaying 101 (Or, how to beat the false gods unupped with oracle counters) http://elementscommunity.org/forum/index.php?topic=52272.msg1108416#msg1108416
« Reply #2 on: November 09, 2013, 01:08:37 AM »
AKEBONO (*countered*) (Nymph's tears liquid antimatter) 11-1
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50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 5ig 5ig 5ig 5ig 5ig 5ig 606 606 606 606 606 606 606 8pp


CHAOS LORD (fractal hope) 0-1, NT/gravity (0-1), dim/BH rainbow 0-1, lucidejahope/blessed dune 2-2, lucidejahope/blessed dune with deflag, 1-0
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5la 5la 5lk 5lk 5lk 5rp 5rp 5rp 5rp 5rp 5rp 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 622 622 622 622 622 622 8ps

Game 1: LOSS.  I thought I was being really smart here.  Chaos Lord has 12 ray of lights, so I could just fractal them and get upped RoLs in an unupped deck.  Well, turns out chaos lord didn't draw any RoLs for awhile, and when he finally did, he immediately mutated them all, so there were never any of them out to actually fractal.  Very, very bad idea here.  Do not try, ever.

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55k 55k 55k 55k 576 576 576 576 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pl

Game 2: LOSS.  This was an interesting idea that majofa had in his thread.  It was just a little bit too slow setting up in my game, though.  I got Chaos Lord down to 103, but he had too many creatures and mutants out, and I wasn't outhealing them with the amber nymphs.  I think this will get some wins, but it's not a counter.  It's certainly better than my first attempt.

Game 3: LOSS.  I had some rotten RNG in this one.  AI got a maxwell's with chaos power and unstoppable, as well as a psion mutant with destroy.  Not good, not good at all... quantum pillars also decided to provide a distinct lack of aether, and I never got any of the pendulums, so even before the destroy mutant came out, I only managed to get one of the dims out.  With modifications and slightly less ugly RNG, this might have a chance.  Some sort of creature removal, maybe reverse times or lightning bolts.  (since RT can mess with mutants pretty good)  The trouble with those is that they stress the quanta that is already most under use.  Rain of Fire could also be a good choice, and by switching steam machines to forest spirits, there wouldn't be as much demand on fire quanta, allowing the rains to be played.  That would help get rid of druids and stray RoLs.  Perhaps some combination of the above ideas?  I could probably also remove some of the mindgates; I figured they'd help with quanta issues and giving the deck more damage output, but I didn't have enough aether quanta to ever play one.  It might be wise to swap some pillars for more aether pends, since I never drew any pendulums, but got about 7 pillars.

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4vj 4vj 4vj 4vj 4vj 4vj 5lf 5lf 5lf 5lj 5lj 5lj 5lj 5lj 5lj 5lk 5lk 5lk 5lk 5rg 5rg 5rh 5rh 5rh 5rh 5rh 5rh 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5t2 5t2 8ps

Game 4: WIN.  I had a pretty good draw with this, getting a blessed dune on about turn 4, and a hope soon after with 4 luci deja vu copies out, and Chaos Lord didn't get any mutants bigger than my 4 strength hope until it was too late.  Healing from extra luciferins kept me alive, as did the sundials.  (those not exploded, anyway)  I'm not sure how well the deck will fare with more testing, but at least it -can- win.  It might not actually need the time pillars/pends, either, but further testing will decide that.  Also note that chaos lord mutated my blessed dune right away.  Don't play dune without blessing; I'm not sure if it will mutate an unblessed dune, but don't put yourself in a position to find out.  Also, note that you can use dune mutant abilities with your nova quanta, so if you get a good one, by all means, use it!  (novas mostly intended for luciferins, but don't look a gift horse in the mouth!)  It might be worth using reverse time or freeze or basilisk blood or those sorts of things for particularly ugly mutants, but I didn't need them this time.

Game 5: LOSS.  Two quick explosions on two sundials and I was done for.  Turns out the time pillars/pends would have been vital to my success; I didn't have the time quanta to copy deja vus, and thus not enough light quanta via luciferin to get a hope out in time.  Looking at Chaos Lord's deck, there are only two explosions in it, so this was an anomaly (steal is fairly ineffective vs sundial, denying only my extra draw) but it was still an extremely quick loss.  Even if this turns out to be a counterdeck to chaos lord, his had was one of those hands that dooms even a counter.  Perhaps with slight modifications this can be made to work... however, none of the modifications I suggested in the game 4 description would have assisted me whatsoever, especially as I probably would have -removed- time quanta to make them, which I both did not draw this game and desperately needed.

Game 6: WIN.  Much closer than I would have liked, but I got the win, which is what counts.  Amethyst Dragon was partially hitting through my hope, and once a dissipation shield came down, I was only hurting chaos lord via neurotoxin that I'd already hit him with.  It would be an instant loss if that shield were played before any neurotoxin had been accumulated.  Perhaps an explosion or two powered by the novas might be a good addition to counter that scenario?

Game 7: LOSS.  Been awhile since I had this matchup, and I forgot about dissipation field; I got completely hosed by it.  If I replaced 2-3 blessings with momentum, or used deflag, this could be bypassed.

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4vj 4vj 4vj 4vj 4vj 4vj 5f6 5f6 5lf 5lf 5lf 5lj 5lj 5lj 5lj 5lj 5lj 5lk 5lk 5lk 5lk 5rg 5rg 5rh 5rh 5rh 5rh 5rh 5rh 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5t2 5t2 8ps
Game 8: WIN.  Same lucidejahope/dune thing, but with +2 deflags for dissipation.  Easy win, but chaos lord never played a dissipation field.  I had one deflag in hand but only two fire quanta.  Luciferins had taken the third, so late game, novas should be saved whenever possible to ensure at least 3 fire quanta is available for one deflag, as due to luciferins you probably won't get to play the second deflag ever.  (but it should be included for more draw chances) 





DARK MATTER 0-1 (monoaether), (rainbow control) 0-3, light/aether 0-1
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61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61o 61q 61q 61q 61q 61q 61q 61r 61r 61r 61r 61r 61r 61t 61t 61t 61t 61t 61t 8pu

Game 1: LOSS.  I went with a slightly modded monoaether deck, for a few reasons.  6x lightning is invaluable against nymphs and chargers; nymphs will ruin your quanta, while chargers will bypass dimshields.  Parallel universe is cheaper than phase dragon, but can get you a 7 or even 8 attack creature from his field, and unless he blesses an otyugh (and with only one blessing this is unlikely) he still won't eat them.  Unfortunately, he -will- gravity pull anything you PU, and he Gpulled both of the blessed chargers I got with parallel universe.  (which, incidentally, meant I had to wait until I got two lightning to kill it, which took way too long)  I also suffered from an early Titan.  I might try the deck again later with phase dragons and/or immortals instead of parallel universes, to prevent Gpulls killing them, but I don't think it's going to work very often.

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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vn 4vn 55p 55p 5if 5if 5ii 5ii 5lm 5lm 5lm 5lm 5lm 5lm 5rl 5rl 5rp 5rp 5rp 5rp 5rp 5rp 61q 61q 61q 61q 61q 61q 621 621 622 622 63a 63a 63a 63a 8pq
Game 2: LOSS.  I think this could have done a lot better, but I got screwed because of my quantum pillars.  I had a gravity shield and 2 sundials in hand, but my pillars produced 1 time quanta and 2 gravity all game.  I'd definitely try it again, possibly with small modifications.  I think the basic idea is sound, just possibly too slow.

Game 3: LOSS.  The black hole chain never let up.  I couldn't even get out a sundial, much less a sanctuary.

Game 4: LOSS.  Gave this one more try.  Two black holes hit me, then I managed a sanctuary a few turns later, but by then a blessed charger and an archangel were killing me.  I had a lightning, but it wasn't enough to kill the blessed charger, and I never got 5 gravity quanta for the shield to block the archangel and the armagio that were also hitting me.  He got a momentum near the end for the angel, anyway.  I will not try this deck again.  It just needs to do too much too fast, and it can't possibly get everything it needs in time.  All the counters are there, but the time and quanta needed to set it up isn't.  Of the 3 losses with this deck, this was the first that actually had an average RNG, and it still wasn't enough.

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5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lm 5lm 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 61q 61q 61q 61q 61q 61q 622 622 622 8pu
Game 5: LOSS.  Had a 6 pillar 1 fractal draw.  DM had a 6 tower draw too.  Ended up dying to archangels before I could fractal, and that was with DM getting only 1 charger all game.

ideas to try:
-sanc/dimshield/lightning/fractal (modded from some ideas in the Dark Matter thread, fractal his archangel)
ideas NOT to try:
-quint/mindflayer dim/phase dragon: tried this, even with lobo he spams momentum creatures too fast, and puts momentum on creatures after you lobo them, plus he's still got titan, and quanta demands on the deck are ugly


DECAY (CCYB mod) 6-2
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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 592 592 5c4 5c4 5f6 5f6 5ii 5ii 5ii 5lm 5lm 5lm 5lm 5lm 5lm 5rl 5rl 5rl 621 621 621 8pq


Game 1: WIN.  I took some inspiration from majofa's thread on this one, but I modified it somewhat, and I feel it's better in this version; mine is also rareless, as his version had pulverizer.  I got an early sanc with EA and lots of pillars, but I never got a shield and my hourglasses were stolen, so I was taking a bunch of damage, despite the sancs I had gotten.  I ended up with a quinted steam machine with 30-odd attack that went the distance, though.  (never got a deflag for the dusk, either)

Game 2: LOSS.  2 pillar start vs perfect decay draw; he got a couple quick pests and eclipse, and then stole one of my pillars.  I couldn't even get a sanc out (which I had in my opening hand) until I was down to about 50hp.  I couldn't get an emerald shield out ever (which was also in my opening hand).  Same for my deflag.  I drew everything I needed, except pillars :p  Given the number of them in the deck, though, I think that was an anomaly, and I'd probably use this deck again.

Game 3: WIN.  Got a PAed sanc out early, and never looked back, though I had extra sancs so I didn't even need the PA.  Extremely easy win.  I deflagged Eclipse when it showed up, and sanc healed the lobo damage while my quinted steam machine did the heavy hitting.

Game 4: WIN.  Lots of early pillars and an early sanc.  Also, all three steam machines in the top ten cards, but no quints.  I throw one steamie out there and it immediately dies.  (this was a mistake;I really have no idea why I did this)  I draw like crazy with the hourglasses, but the first quint I found was 8 cards from the bottom, after which I immediately stop using my hourglasses.  The next quint was at 6 cards from the bottom.  I grow the steamies like mad, and manage a kill with exactly zero cards left in my deck.

Game 5: WIN.  This barely counts, though.  Decay did not find his first pest until I had 14 cards left in my deck.  By then, I had five sancs and an emerald shield.  However, what I didn't get until that same turn was my first steam machine.  The first one came at 14 cards left in my deck, the second one came at 6 cards left.  The third one was drawn on the turn I won.

Game 6: LOSS.  1 pillar start spelled trouble right away.  No emerald shield until very late was also bad; I took too much damage to recover.
Game 7: WIN.  Easy game.  Had 4 pillars, EA, sanc, steamie, and quint in my first hand.
Game 8: WIN.  Easy game, everything went smoothly.

DESTINY (monoaether) 11-3
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Monoaether seemed a good choice due to Destiny's lack of PC, as well as all of the CC being useless.  Looking at majofa's strategy thread, he did exactly the same thing.

Game 1) WIN due to a lucky topdeck of dimshield the turn I would have died otherwise.  However, Destiny also had amazing hatch luck with fate eggs, getting a phase dragon and two seraphs, so I had to start the dim chain very early.  Definitely has potential, though.

Game 2) WIN This game took 24 turns, because four of the phase dragons were undrawn in the last six cards.  However, the fate egg hatches weren't quite so ridiculous (gold/life nymph, gargoyle) so I could wait longer before playing dims, and I had lots of dims.  I only needed 4, and had the other two in hand; with six cards left in deck, I could've chained until I decked out if needed.  (and I almost did, with 4/6 dragons in the last two cards)  Basically, it looks like monoaether can only lose if you bottomdeck all your dims or you bottomdeck 5/6 dragons, since two dragons was just barely enough.  You could lose to a destroy/steal mutate, but Destiny doesn't ever seem to mutate anything.  Maybe if he got really bad fate egg hatches, he'd mutate them.

Game 3) WIN.  Quite easy victory.  Lots of early dimshields, had to wait a bit to get my first dragon, and then plow through two hatched armagios, but they only served to delay the inevitable.  A very late game hatch into elite charger would have been deadly had it been a couple turns earlier, but I had 31hp and enough damage out to win before it killed me.  Fortunately I had started the dimshield chain at 31hp, despite being able to survive one more turn without it (assuming no lucky mutate/topdeck shenanigans) simply because I had several dims in hand already, and enough in the deck to chain them until I decked out, assuming I drew them.  Had I not done so, that charger hatch would have killed me just before I won.

Game 4: WIN.  Only a 2 pillar start, but pretty easy win anyway.  I suspect I can probably call this a hard counter, though it will lose occasionally to fate egg hatches such as elite charger.

Game 5: WIN.  Easy win.
Game 6: WIN.  Another easy win.  After drawing the second dimshield, I knew I'd won, barring a destroy/steal mutant.
Game 7: WIN.  Straightforward game, easy win.
Game 8: WIN.  Easy win again.
Game 9: LOSS.  I had a decent hand and draws.  Unfortunately, Destiny got some extremely good RNG.  A turn 2 fate egg hatch into dune scorpion with chaos power and slapping a neuro on me was painfully unexpected.  A later fate egg hatched into physalia.  Thus, despite having an unbroken dimshield chain and keeping unneeded pillars in hand, I was 1 turn away from winning due to the poison buildup.  If I had somehow known a dune hatch would occur, I could have, in hindsight, won by starting the dimshield chain beforehand, but at 100hp and facing nothing but an unhatched egg, I didn't see the need.  If that was a play mistake, so be it, but I doubt most people would have played dimshield that turn, in order to save the dims for later when more damage was on the table and thus make better use of them.
Game 10: WIN.  Easy game.
Game 11: WIN.  Easy game.
Game 12: LOSS.  Only had 1 dimshield all game.  Was still 1 turn away from a win.
Game 13: LOSS.  1 dimshield all game, I was facing two dragons and a golden nymph on turn 3 from fate eggs.
Game 14: WIN.  Easy game.

DIVINE GLORY (*countered*) 10-1 (permanentless deja vu/photon lucihope)
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Once you get a hope shield of 8, you've pretty much guaranteed your win... unless you deckout.  This can happen either due to bad luck with dragon draws (so that he will miracle before you're ready) or because you screw up.  To give you an idea of how your last turn will ideally look like, this is the screenshot I had at the end.  As you can see, I kept all my dragons in hand until I was ready to make the kill, to avoid a miracle, and if you look at my deck size, you can see that would have ruined me.  (a human would've miracled early just to avoid this exact situation, but don't feel bad about abusing AI flaws to win vs FGs :p)  I was close to having a loss due to bad draw, as you can see I bottomdecked a lot of the dragons (2 of them are still in the last 4 cards) but it worked out in the end.  Also, don't forget to spam any luciferins you have at the end just for the extra few coins; with luck, you might even get an EM this way, although I doubt it, unless one side or the other had exceptionally good/bad RNG, but it is possible.  Also note that DG will have a hand clogged with explosions, because you have no legal targets for them.  Don't add any permanents to this deck for that reason, unless it's a morning star/glory in place of a dragon.  Light nymphs can give you an increased chance of EM if you have them, in place of a dragon, but be careful that your lowered damage output doesn't mess you up when you have to make the pre-miracle kill.

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Note that you can very easily win with adrenastaves + silence off the mark, as long as you've got a bunch of unupped druid staffs and upgraded animate weapons, and RoL/hope will completely wreck him as well, a deck many new players have started with.  Upgraded adrenastaves (except the staff) has gone 15-2 for me, and the unupped version should be only a turn or two slower, due to having to wait an extra turn or two for the quanta.  If you have either of those decks, I recommend those, but as I assume you have 0 ups/rares, go with the above deck otherwise, unless I find something better.



DREAM CATCHER 1-4 (rainbow black hole/blessed dunes), 4-6 (60 card rainbow black hole/dunes)
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Game 1: LOSS.  A variant of my upped counter, but it didn't work as well.  I didn't get a blessing for a long time, and despite losing the game with 3 cards left, never got the emerald shield.  My CC kept his creatures down for a long time, but without any damage of my own, I couldn't do much.  I ended up losing with him at 110 hp and 22 poison, with 3 cards left in my deck.

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Game 2: WIN.  Added +1 emerald shield to the previous list to make it a 31 card deck.  This was the result... lol
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I got the last black hole just in time to heal myself, about 3 cards from the bottom.  I'd been keeping some CC in hand because the creatures were only doing 1 damage to me, and I thought I might need them to finish him at the end before decking out, but he played enough cards to get poisoned so that it wasn't necessary.  I'd have won several turns sooner, but I couldn't find a dune scorpion for a long time, and then after the first one was immediately killed, I couldn't get 3 time quanta for the second one for a really long time, and I never even got the 3rd scorpion out.  There was one turn that Dreamcatcher topdecked both black holes at the same time, and I lost a lot of quanta and he healed a lot of HP, and I thought I was going to deck out at that point.  The first quicksand hit the turn before that, and of course this all happened after I was at 2 time quanta for several turns.  The pandes didn't seem very reliable at all this game; I don't think they actually killed anything or did anything useful other than reverse time.  There wasn't enough quanta for pande's fire/ice/drain bolts to kill any of the 4hp stuff.  I think next time I will trade out the pandes for +1 black hole and something else, either the 6th black hole or another emerald shield or another pillar.  A single quint might help as well for the scorpions to keep them from dying immediately, so you can build more poison up, in which case I'd probably also go with -1 or -2 lightning and then +1 or +2 shockwave.

Game 3: LOSS.  Dreamcatcher had a bad hand with no supernovas for the first 10 turns or so, but a discord, lots of micros, and lots of BEs.  My black holes were meaningless, and discord was evil, taking away all the quanta I needed, as I needed it.  One very late supernova bought me a few turns as I black holed some hp, but it wasn't anywhere near enough; the incredibly slow blessed scorpion (due to discord and 1 pillar draw) and the lack of any healing due to no supernovas doomed me.

Game 4: LOSS.  1 pillar start, end of story.  I couldn't ever get 4 gravity quanta for a black hole to heal, and I could barely get enough quanta to throw off one pande and a lightning, both extremely late.  I might try -1 blessing -1 dune +2 pillar next time, or else just look for a new deck.

Game 5: LOSS.  -1 blessing -1 dune +2 quantum pillars.  I got a good pillar start, but they were quicksanded.  Then I got hit with discord, both black holes, and the second quicksand.  It took me a very long time to get a blessed dune out.  (~10 cards left in my deck)  For some reason, dreamcatcher wasn't playing very many cards after that, and was only single drawing.  (AI upgrade? or stuck with unplayable stuff somehow?  But. other than redundant discords, everything in his deck was playable at that point)  I even held back my black holes, just hoping he'd do something to poison himself.  I ended up decking out with him at like 100hp.  I might try a larger version of this deck at some point.  This one's decking out too often.

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Game 6: WIN.  Fattened the deck with basically more of the same.  An easy win and an EM; however, this game doesn't really count, because Dream Catcher got a failed mulligan and had no towers for the first five turns, so I got a pretty good head start.  I'll try it again for sure, though, possibly with some hourglasses to speed things up.

Game 7: LOSS.  The good news was that I had enough pillars to survive two quick black holes and a somewhat slower earthquake.  The bad news was that I had enough pillars after that to still be flooded and lack on CC, especially the pandemoniums, none of which were in the top half of the deck.  None of the dunes were in the top half, either.

Game 8: WIN.  Early BE wrecked a few of my pillars, but fortunately I had just enough to get through.  Exactly enough CC to handle all the major threats came by, and lots of black holes, and despite RNG completely trolling my time quanta until I could finally get a dune scorpion out, and then doing the same to light (6 pillars no light gain for 3 turns in a row, and discord didn't move my light at all) I managed to get through it.  It might be a good idea to use two more pandemoniums and cut something else (but NOT pillars) for them, but I'm not sure what.

Game 9: LOSS.  Got 2 CC cards in the top 22 cards of the deck, so I died.
Game 10: LOSS. 1 black hole in the first 28 cards meant I got less healing than normal.  Everything else worked out fairly well, although I did get hit with an early quicksand which hurt, and a late game black hole gave dream catcher a bunch of hp just in the nick of time, although it merely meant I lost by 2 turns instead of 1 turn.
Game 11: LOSS.  This was a disaster of epic proportions.  Could not get anything out, despite tons of quanta, due to crap generation and no black holes for healing.
Game 12: WIN.  Pretty typical game.
Game 13: WIN.  Easy game, was in no danger whatsoever.  Won with EM.
Game 14: LOSS.  He had a lot of denial early, powered by t1 and t2 supernovas.
Game 15: LOSS.  Had a ZERO pillar draw, and didn't draw a pillar until my second last turn.  Funny enough, Dream Catcher ALSO had a pillarless draw, but had supernovas, and got out lots of weenies, including a pest.

ideas to try:

-lucihope (fractal photon, luci, dragon fractal for damage in case of quinted purple nymph, or just to win faster, can use lightnings for cc on BE or nymph or physalia)
-FFQ/hope (no bonds due to BE, but can use shockwaves, hope, maybe heals, and don't have to use luciferin; would also be more resistant to quicksand due to split quanta sources from pillar/pend/flies, even dragonflies perhaps)

ELIDNIS 0-1 (rainbow dimshield stall) 7-3 (improved rainbow dimshield stall)
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Game 1: Loss.  I took one of majofa's ideas but I modded it somewhat.  I added +3 gravity shield, +3 quantum pillar, and +2 earthquake.  Gravity shield should be obvious; it's almost like having more dimshields, because they block everything except pufferfish, ulitharid, and baby spectres.  The earthquakes were for the early game; if you can disrupt either his aether or his water quanta, he's slowed down quite a bit.  I ran into a threefold problem, however.  1) I started with only two pillars.  2) I didn't get an early earthquake.  Neither of these proved fatal, however; my undoing was caused by 3) forgetting to play a gravity shield because I didn't notice dimshield was at 0 turns remaining.  I probably would have won if I'd been paying attention.  I think that taking out the earthquakes is probably a good plan; sundials might do well in their place.  Also, I might go with -1 hourglass, but that could be simply because my hand was clogged due to only having 2 pillars in the top 16 cards, and all the hourglasses.  I'll be using a similar deck again next time.

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Game 2: WIN.  I took out the earthquakes and one of the hourglasses, and added another purify and two sundials.  I won fairly easily, despite never getting an hourglass all game, and never getting a gravity shield until the turn I won.  I got an early quinted BE steam machine out, and started by destroying water towers, rather than the bonds/staff that were in play, trying to slow down water production.  By the time the damage from his creatures started getting serious, I had a sundial and a couple dimshields, and I drew a couple more dimshields, and won with 1 still in hand.  I got both the other steamies and quinted the first one right away, and the second one when I could; due to the early destroyed water towers, and the fact that any leftover water quanta went to the spectre growth, Elidnis was unable to play congeal and never managed to get an ulitharid out all game.  (although had Elidnis drawn one in the first few turns, he could have played it, and he did in fact freeze my first steam machine, but I BE+quinted it right after :p  I'm fairly satisfied with how the game played out, and while a better counter might be possible, this one should have a half-decent win rate at least, possibly even enough to be classed as a 'counter', although I don't think it's going to be quite THAT good, at least in this version.  You can definitely win games with it, though)

Game 3: WIN.  This game was epic.  Both my butterfly effects were in the last 5 cards, so even though I had a huge quinted steam machine early, it wasn't actually getting past the bonds until very late.  The 5th and 4th last cards were BEs, and any later on either one of those and I'd have lost.  I managed to topdeck a dimshield the turn I would have lost, and when Elidnis topdecked a heal, I ended up winning by exact damage with 0 cards left in my deck.  Fortunately, I had realized when I had about 9-10 cards left in deck that I was drawing too much with hourglasses, so I stopped using them.  As it turned out, I stopped on EXACTLY the right turn.  Any sooner, and I wouldn't have picked up the dimshield in time.  Any later, and I'd have decked out.

Game 4: WIN.  Easy win.  Lots of sundials and dims to stall, and I got the steamies, BE, and quints fairly quickly.  Oddly, Elidnis played ZERO feral bonds all game... (but BE steamie would have wrecked them anyway)  I have absolutely NO idea what was clogging his hand, unless it was all the aether cards and congeals, because he had tons of quanta.  Got an EM thanks to purifies.

Game 5: LOSS.  0 sundials, 0 hourglasses, and 1 dimshield drawn in the top half of the deck.  I had three gravity shields, but elidnis had several creatures to get around those.  I did have most of the pillars drawn, though :p

Game 6: LOSS.  My stall elements were perfect, but all the quints were bottomdecked, so it took too long to get my steamies going.  I needed one more turn to kill Elidnis, but it was not to be, and I couldn't have played it any better.  The only possibility would have been to risk committing a steam machine early and hope that it wouldn't be loboed by a topdecked ulitharid or just congealed forever.

Game 7: WIN.  Took awhile for quantum pillars to make aether for the first dimshield, but once they did, I never took another point of damage for the rest of the game.  Stopped drawing with hourglasses once I had everything I needed; you have to be careful not to deck yourself out with this deck.

Game 8: WIN.  Pretty much the ideal game for this deck; no problems at all.  Straightforward win.
Game 9: WIN.  Due to late steam machines, my damage was slow, and I had to be very careful with my hourglasses.  I ended up winning with 0 cards left in deck due to careful timing.
Game 10: LOSS.  Got 2 dims and no gravity shields or sundials in the top half of the deck, so eventually I just died.
Game 11: WIN.  Won with exactly zero cards left in deck.

ETERNAL PHOENIX (thunderstorm vulture) 6-3
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Game 1: WIN.  I just decided to run my upped counter totally unupped.  I won, despite the fact I had only a 2 pillar draw, no thunderstorms for the first several turns, and made an extremely large play mistake on one turn, though eternal phoenix did take awhile to get a fractal.  (I had 3x thunderstorms in hand by then and tried to triple thunderstorm some ash to get my vultures even bigger, but I didn't actually count my air quanta first... so I wasted a thunderstorm)

Game 2: LOSS.  1 pillar draw, no thunderstorms to start.  Topdecked a pillar, which helped, and EP had no early fractal, but with only two thunderstorm in 20 cards, even his dreadful draw wasn't enough to help me win with mine.  Four bone walls stalled for awhile, but it wasn't enough.  I was actually 1 turn from the win in the end; a thunderstorm at any time was all I needed.

Game 3: WIN.  Despite a slight misplay (played thunderstorm before bone yard for some asinine reason) I still won quite easily.  My mistake just added +1 TTW to the final result. 

Game 4: WIN.  I had a slightly weak draw (no bone walls for the first few turns) but eternal phoenix had a low quanta start and never got a fractal all game (13 ttw) so I had no problems at all.  He still had about nine phoenixes at the end, though :p  (and 36 aether quanta)

Game 5: WIN.  I was slightly late with my damage, but EP was slightly late with a fractal, and when he did use it, he fractaled ash, buying me another turn, which I didn't actually need.

Game 6: LOSS.  Low quanta draw and no thunderstorms until it was too late doomed me.
Game 7: LOSS.  1 pillar draw sucks.  Got a couple more right away, but never saw a bonewall all game.  Thunderstormed a couple times and rushed with vultures and skeletons, and got him somewhere around 80hp or so, but without a bone wall, it was too much damage.  A single bonewall at any point and I'd have almost assuredly won.  (opening hand was 1 pillar 4 vultures 1 thunderstorm 1 boneyard)
Game 8: WIN.  Pretty straightforward.
Game 9: WIN.  75x bonewall and four 30 attack vultures on the last turn says it all.

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Re: Dragonslaying 101 (Or, how to beat the false gods unupped with oracle counters) http://elementscommunity.org/forum/index.php?topic=52272.msg1108417#msg1108417
« Reply #3 on: November 09, 2013, 01:09:05 AM »
FEROX (Entropy/Titanium Shield) 8-5, (Entropy/photon/shield mono) 0-2
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Game 1: WIN.  With a slightly low quanta draw, I was pretty nervous to start, but I managed to stabilize around 30hp and started healing back my hp via antimatter, and then started killing things with maxwell's.  I also had a turn 4 shield which was very helpful; had I not had that early, I'd probably have lost.  I had to make some key decisions about whether to play antimatter, maxwell, or dragons early on due to quanta shortages, so be careful when you use this deck; in the early game, you have to make the right decisions.  (hint: don't worry about early damage; save the dragons until you've controlled the board)  Maxwell's can kill dragons/frogs, and the titanium shields block the little stuff, leaving only cockatrices that get past both of them.  I got a gnome fairly late, and I was concerned I might deck out, but once I got a gnome and slapped BE on it, I blew up all ferox's bonds and staff, and cruised to an easy win.  It was even an EM! :)  Not bad for an unupped rareless deck.  This deck might be prone to being outrushed, but once it stabilizes, it should win most of the time, unless it decks out.  Use purple nymphs if you have them.  With a few upgrades, I would use micro abominations instead of gnomes, and a shield or tower shield instead of titanium shield, so that you can make it a mono.  I suppose you could use photons and a shield even unupped.

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Game 2: LOSS.  Ferox was just a little bit too fast on this one.  I'm hermesnot sure whether this was smarter than the first version or not; on the one hand, titanium shield > shield, but on the other, entropy mark > earth mark.  As it turned out, in this particular game, because I had a photon and a shield in the first hand, I'd probably have been better off with the earth version.  I ended up having to spend antimatters on cockatrices because he got so many frogs and cockatrices, and then by the time the dragons came out, the maxwell's I'd been picking frogs off with wasn't enough.  I -almost- managed to stabilize my damage, but there were just too many dragons.  One turn he topdecked two of them, and the next he topdecked a third to finish me off; without that one, I might've stabilized in time.

Game 3: LOSS.  I had 2 antimatters, lots of quanta, and 2 maxwell's early.  The problem?  All of the creatures Ferox played were not killable by maxwell's.  I faced down a whole bunch of cockatrices and 1/1s with adrenaline, and didn't get the shield.  The loss was extremely quick.  Had one or two of the cockatrices been dragons, I'd ironically have done better :p

Game 4: WIN.  I used the earth mark version above again, and had no problems at all, despite the fact that the earth mark means I have -less- entropy quanta to do everything.  I AMed the first dragon, which kept me healing from everything else, while demons killed all the frogs.  I even ended up with EM.  Either I'm having godawful RNG with the photon version or very good RNG with the titanium version.

Game 5: LOSS.  Used the titanium shield version.  Ferox won the toss and played his entire hand first turn.  I had a 2 pillar start.  I -almost- stabilized in time, but he topdecked a third jade dragon after I'd maxwelled two away.  With one more pillar or less incredible luck from Ferox and I'd have had an easy win; I had two AM in hand I couldn't play, and I had a titanium shield out after turn 4.  Unfortunately, I was at 15hp facing two cockatrice and a bunch of stuff the shield was blocking; ordinarily, with 2/4 dragons out of the way already thanks to maxwell, I'd have been okay, and I was ready to AM a cockatrice the next turn, but Ferox topdecked that third dragon... I think he only has four, too.  RNG simply hates me... :p  In any event, the deck seems to have potential, and with 50% quanta, the 2 pillar start was unquestionably an anomaly.

Game 6: LOSS.  7 pillar starting hand, and 10/14 in the first 7 turns.  I still ALMOST made it, because the other 4 cards were AMx2, titanium shield, and a gnome.  AM on the two biggest creatures while shield reduced the rest of the damage.  Unfortunately, I kept getting pillars and pillars and pillars, then a dragon and a BE... but no more AMs or any maxwells for CC.  I topdecked a maxwells the turn before I died.  Stupid RNG.

Game 7: LOSS.  (earth version)  6 pillar 1 dragon start.  Got no shields or antimatters all game.  A late maxwell helped me a bit, but it was too little too late.  I drew 2 maxwells, 2 dragons, and the rest was all pillars.

Game 8: WIN.  (earth version)  Pretty typical game on both sides.  I was rather late getting dragons, so the damage took awhile, but I had the game under control thanks to a couple early antimatters.  Demons came along a bit late as well, but I was able to hold off until then between my shield and the antimatters I'd gotten so far.  Ferox didn't get a really fast draw like he sometimes does, but he didn't get a terrible one, either.

Game 9: LOSS (earth version)  1 antimatter was all the CC I drew.  No demons, no other antimatters, no shields.
Game 10: WIN (earth version)  Ferox got a turn 1 epicock (6x tower, cock, epi), but I got a turn 2 antimatter off on it :p  Maxwell's came out right after that and nuked all the frogs and dragons while that cockatrice kept me healed.  I coudn't find a gnome to put BE on, so I ended up AMing my own dragon, casting BE on it, and AMing it again that turn, and using the dragon to destroy the bonds.  I won the game with 12 cards left in my deck, having never drawn any of the earth cards.

Game 10: LOSS (earth version)  Never got any antimatters or titanium shields all game.
Game 12: WIN (dunno where game 11 went, but the record shows 12)  (earth version) Basically got a perfect draw.  Given how important the shield was, I think perhaps room for another titanium shield should be found.
Game 13: WIN (earth version) Pretty straightforward, was never in any danger.
Game 14: WIN (earth version) Ferox got a huge early game, but I played antimatter on the dragon, got the shield out, and he did very little for a long time after that, and I managed to recover nicely.
Game 15: WIN (earth version) Both sides had a slow start, but I won.

FIRE QUEEN 3-6 (Vulture RoF OTK) (bad RNG loss, good RNG WIN, bad RNG loss) (0-1 modded vulture RoF OTK) 0-1 another modded vulture otk
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Game 1: Loss.  I took majofa's idea and replaced the hourglasses and shockwaves and one pillar with sundials.  The reasoning was that shockwaves do very little for the deck, and that without a time mark and upped hourglasses, the dials will probably draw almost as much over the course of the game, plus give you more stall.  Unfortunately, while I got all my stall elements out, my fractal was somewhere in the last six cards, and Fire Queen OTKed me with all six of her fire lances.  (well, not all in the same turn, but she got all 6 lances and used them all on me over the course of the game)  One less lance, or an earlier fractal, and I'd have been fine.  Using sundials instead of shockwaves was definitely the right call, but it might be better to not replace the hourglasses for the late game to help avoid this situation.  Even so, if it weren't for topdecking all the lances, I'd have had an easy win.  I think this deck should work most of the time.  I'll definitely try it again next time, possibly with -2 dial +2 hourglass or something like that.

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Game 2: Win.  I went with -1 sundial -1 dimshield +2 hourglass to get through the deck faster.  Fire Queen had an extremely slow start, so I had absolutely no problems at all winning.  The lances were scary, though; after putting up my first dim around 60hp, I ended up winning with about 20hp due to lances at my face.  My opening hand was 5 quantum pillar, 1 sundial 1 dimshield against an early EE, but fire queen played no creatures at all for the first 6 or 7 turns, so I had pretty much free reign to do whatever I wanted.  Due to the lances being a potential problem (indeed, they are basically the only way this deck can lose) I think I'd recommend dropping a quantum pillar and maybe one other card for something like heal or sanctuary. 

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Game 3: LOSS.  -1 pillar, +1 heal.  I had a great hand and good draws.  Lots of dims/dials, lots of quanta, and fire queen started off pretty slowly.  I had everything to OTK rather quickly, except for the fractal.  I kept drawing, and drawing, and drawing, and drawing... and guess where the fractal was?  <sigh>...  Drew my last card, got the fractal :p  Played vulture, fractal, rain of fire, sky blitz.  I did 192 damage, and then decked out next turn.

The shockwaves that majofa had in his version of this deck would've given me the game, but 99% of the time they would've been dead cards.  Not this time... :p  It might well be worth putting one shockwave back in instead of the heal I swapped a pillar for this time, just to get that extra oomph over the finish line for the next time this happens.  Two I think is probably overkill, though.  I had pretty much the worst case scenario possible for number of fireflies on the board (lots of flying EEs out) and was still only 8 damage shy.  One more death was all I needed.

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Game 4: WIN.  Added +1 shockwave to the previous deck, for a 31 card deck, as well as to help prevent the problem of last game.  I got a fairly slow start, but fire queen got an even slower one, so even though my bottom three cards were dimshield dimshield and #31 was fractal, I still won.  I didn't need the shockwave.

Game 5: LOSS.  Had a pretty good start, but then I couldn't find my dimshields in time.  The last 4 cards had 2 dimshields and part of my combo; I ended up getting firelanced and EEed to death.

Game 6: WIN.  Couldn't find the hourglasses or the sky blitz, and after a nasty scare where I was almost OTKed by firelances, I decided to try and do a two turn kill by playing vulture fractal rof and going with ~150 damage on the board, because if I didn't, and fire queen topdecked another lance, I was screwed.  It worked out in the end.

Game 7: LOSS.  Firelanced to death because rain of fire was in the bottom 3 cards.

Game 8: LOSS.  I'm starting to get -really- pissed off with this deck.  1 dimshield all game with 11 cards to go, and ended up losing with 3 sundials in hand because I didn't have any time quanta to play them.  Next time I'm going to try and design something new, because this clearly isn't working.

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Game 9: LOSS.  Modded the deck slightly to try and increase my chances.  Removed all dimshields, went up to 6 dials, went to mark of time and more hourglasses to try and keep the sundial chain going all game, and then with the shield slot free, added reflective shields to prevent the firelance OTKs that seem to happen all too frequently while trying to complete the combo.  Everything went perfectly according to plan, until I got down to 1 card left in my deck, and discovered that I did not have enough death quanta to play all the vultures I had in hand, and fire queen hadn't filled his field up with fireflies yet because there hadn't been as many turns, so I couldn't make the kill.  (I'd also been rather iffy on air quanta, having only 3 air for several turns in a row, and then finally getting enough air for sky blitz at the last second)

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Game 10: LOSS.  I had everything I needed... except air quanta to sky blitz.  Fahrenheit got past my dials.

GEMINI 9-2 (liquid antimatter nymph's tears)
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Game 1: WIN.  I had several ideas for a deck here, from dimshields to wings to otyughs to liquid antimatter, and when I saw majofa had done liquid antimatter, I figured that would be a good place to start.  Based on how things played out, I think the only way you can lose is if you bottomdeck all the nymph's tears.  I got a weak draw with 4/5 of the obsidian pillars early (and so less entropy quanta) but I still had a nymph's tears early, and one purple nymph dominated the game.  Just remember not to use liquid shadow too early on AMed spiders; you want to keep some healing you, particularly at the beginning.  Keep steals for electrocutors.  I didn't have to steal an electrocutor that game, so I stole a dimshield on the last turn when he had 12hp and I had 4 nymphs out.  I also got an EM, which should happen most of the time, I think.

Game 2: WIN.  Lots of NT, pends, and steals to start, but no obsidian pillars for awhile; an early lobo would have been tough to overcome, but Gemini didn't get one until it was far too late.  Pretty easy win; it was also an EM.

Game 3: LOSS.  Gemini wins coin toss, plays turn 1 lobotomizer.  No steals.  GG.

Game 4: WIN.  Gemini had a 1 gravity tower start, which meant that no massive dragons came out for a long time.  This resulted in me dominating the board with my nice hand, but failing to do much damage with LS spiders in the meantime, and dimshields blocked my nymphs.   I was worried I'd deck out, but finally Gemini got a 2nd gravity tower and managed to get a dragon out, which with LS helped kill him in the end.  I think I had about 4 cards left in deck, one of which was a steal.

Game 5: WIN.  Easy game; everything went according to plan.  Slightly slower due to a lack of early obsidian pillars, but the purple nymph kept everything under control.

Game 6: WIN.  Gemini's early spider rush was a bit scary, but nymph's tears came out in time for purple nymph, and it was straightforward after that.

Game 7: WIN.  Took a long time to get obsidian pillars, but gemini never got lobotomizer, so despite taking 20+ turns to win, I was in no danger.
Game 8: LOSS.  Gemini came out swinging unbelievably fast.  Four spiders and an immortal, and I just couldn't antimatter everything in time, despite having a decent hand.  Was down to like 60 by the time my purple nymph came online, and it -almost- saved me, but I ended up at 3 entropy on the last turn, and couldn't AM one more thing to buy more time.
Game 9: WIN.  Very easy.  Got an EM.
Game 10: WIN.  Spider spam early nearly got me, but purple nymphs stopped them in time.
Game 11: WIN.  Easy win.


GRAVITON (blessed otyughs) 0-1, (rainbow control with flayers) 0-1, (modded rainbow control with flayers) 0-1, (improved rainbow control with flayers) 0-1, earth NT control 0-1, improved earth NT control 0-1, blessed dunes 0-1
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55k 55k 55k 55k 55k 55k 55q 55q 55q 55q 55q 55q 55r 55r 55r 55r 55r 55r 576 576 576 576 576 576 5lf 5lf 5lf 5lf 5lf 5lf 8pq

Game 1: (blessed otyughs) LOSS.  Several people at the end of the graviton strategy thread recommended this.  I found it to be too slow, although admittedly I had a 1 pillar + 1 pend draw, so it took until turn 4 to get an otyugh out.  However, I don't think it has much of a chance, so I'll be looking for something else next time.

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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vn 55p 55p 5f3 5f3 5if 5if 5if 5lm 5lm 5lm 5lm 5oo 5oo 5oo 5rl 5rl 5rl 5rl 5up 5up 621 621 621 621 8pu

Game 2: (rainbow control with flayers) LOSS.  Taken from majofa's strategy thread, but added more quanta because it was really quanta light, and added gravity shields because they're really good against him.  (majofa had steals for graviton's shield, but he only has 2 in the deck so it isn't reliable)  I got 1 pillar all game, so I don't know if the deck even works.  I suspect it's probably too slow, but I might give it another try, since thais game was a joke.  -1 flayer -1 hourglass and probably -1 quint, for +3 quantum pillars, would likely be a good start.

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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vn 55p 55p 5f3 5f3 5if 5if 5if 5if 5lm 5lm 5lm 5oo 5oo 5oo 5rl 5rl 61q 61q 61q 61q 621 621 621 621 8pu

Game 3: (modded rainbow control with flayers) LOSS.  I had a turn 3 quinted flayer, and I loboed everything like a boss.  However, because I took the steals out, when Titan hit the field, it killed me before my flayers + quinted fire spirit could do the same.  I'd added the lightnings, but they weren't needed at all.  Next time I will drop the lightning, add the steals back, and everything should be good to go.  I'll probably get rid of the antimatter as well; it's expensive at an 8 cost, and with a gravity shield or wings out, nothing can get through to heal you anyway, unless it has momentum, and if the flayers are doing their job, then they've loboed everything.

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4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vn 5f3 5f3 5if 5if 5if 5if 5lm 5lm 5lm 5oo 5oo 5oo 5oo 5rl 5rl 5rl 5rl 5up 5up 621 621 621 621 8pu

Game 4: LOSS.  I tried to fix the weaknesses of the game 3 deck, but I never got a steal or an hourglass, and my 2nd water quanta took forever to get, so my quinted flayer was late.  I got a wings but it was exploded.  Complete blowout; lost in like 7 turns.

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58o 58o 58o 58o 58o 58o 58o 58o 58o 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 5ij 5ij 8pp

Game 5: LOSS.  Planned on auburns to stall, dry spells to get past gravity shield (though firestorm helped there) but it was simply too slow, though much better than any of the decks I've tried so far.  I got him down to around 130.  It also went a bit slow because my first hand had 3x stone pillars and 1x water pillar, so it took awhile to get a nymph out, and the first one was hit with gravity pull.  Graviton unexpectedly helped me get past his gravity shield by firestorming my field, but I just didn't have enough quanta and auburns to keep everything at bay all the time, and when titan hit the field, I had no answer for it.

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58o 58o 58o 58o 58o 58o 58o 58o 58o 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ia 5ia 5ia 5ia 5ig 5ig 5ig 5ig 5ig 5ig 8pp

Game 6: LOSS.  Dropped the dry spells that were originally intended to bypass gravity shield by damaging my own nymphs (graviton will do this for you with fire storm) and 2 pillars and added 4 purifies, to help counteract a titan after getting an auburn lock down.  I had the supreme misfortune to draw in this short 8 turn game all four purifies, lots of pillars, and no tears whatsoever.

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5lf 5lf 5lf 5lf 5lf 5lf 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5rk 5rp 5rp 5rp 5rp 5rp 5rp 5rt 5rt 5rt 5rt 5rt 5rt 8pq
Game 7: LOSS.  I got pretty much an ideal draw against an extremely bad graviton draw, and still lost.  This has no chance.


HECATE (nymph tears rush) 0-1 (PU/AM) 1-1, PA grav shield/dragon 0-1
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5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i7 5i7 5i7 5i7 5i7 5i7 5ig 5ig 5ig 5ig 5ig 5ig 8pp

Game 1: LOSS.  I made two major miscalculations when deciding upon this deck.  1) Rage elixirs do 6 damage, not 5.  2) Hecate will use liquid shadow as CC.  I also failed to draw any freezes at all.  Do not use this deck.

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4vn 4vn 4vn 4vn 4vn 4vn 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 50u 61r 61r 61r 61r 61r 61r 61v 61v 61v 8pu

Game 2: LOSS.  I'd been thinking this would be a good idea, and majofa was kind/prescient enough to provide a sample build in his threads.  Unfortunately, as it turns out, it's too slow.  I lost in 5 turns even with a 12 attack vamped doll on my side.  I did have only a 2 pend start, but I did topdeck a couple more.  The deck will probably get some wins, but it's not in the solid category of 'counter deck' that I want for this thread.

Game 3: LOSS.  I tried the PA gravity shield thing again, but loaded up with colossal dragons, since the AI won't try to kill them with rage potions.  Turns out that even with a turn 3 PAed gravity shield, I still lost terribly.  I took loads of damage from the voodoo dolls poison/raging, and an extremely early dusk/dagger meant that even with 3 early dragons out, the AI got an EM against me.

Game 4: WIN.  Tried the PU/AM deck again, and I got basically the perfect draw.  Just enough quanta, and several AMs/PUs meant that I had enough vampiric stuff to keep alive, while that and the LS/AM combo helped slowly get Hecate's hp down, despite the healing from his dagger, the poison, and the nonAMed dolls.

HERMES (voodoo universe; probably a bad idea to try this deck) 0-1, (bonebolt PU) 0-1, rainbow control 0-3, PU/reflective 0-1
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