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I used thi deck and got 1-3.
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A significant amount of study has led me to the realization that Hecate will LS a VD even after it's been AM'd. That means that there's no need to wait around until after she LS's before you AM. That's helped my win% with Antimatter decks quite a bit.
Here's my current winner:
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Pretty straightforward - AMs and Nymphs for the lifegain -- and eventually damage after she tosses LS on her AM'd VDs -- and then Dragons and Quints for the kill. Nothing to it, works about right. You still get outrushed when she draws a perfect hand, but that's not often.
1. Am I the only one that thinks the OP deck is unbalanced?
Entropy:(6*8) / (15/2) = 6.4
Aether: (6*7 + 3*13) / (15/2) = 10.8 !!?? (or do you count the mark in that calculation? still comes to (6*7 + 3*13) / (1 + 15/2) = 9.5
Are the dragons necessary? should they be substituted for 3 more entropy pendulums?
2. **EDIT** Well, I've tried a couple of more games and it seems like Hecate will not Elixir the gnome rider nor the otyugh if there are dolls on the table. So, the philosophy on this deck is shot. Is there a creature that could be used to bait the Elixir?
Regardless of the answer to 1, I was curious about trying a different approach to building a no rare, no upgrades deck. There's one thing for sure about Hecate, you will take damage no matter what. So, you need to heal. Antimatter, light cards, empathy bonds, drains, and stone skin are the only way to do this. Which led me to this:
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The philosophy is:
- bait his elixirs with cheap cards
- enchanted gravity shield means the doll attacks are blocked, at least until...
- dolls with low health are to be eaten with otyugh, but don't play them until the end of the game, obviously, when Hecate is out of elixirs (unrealistic? another option is to put BB on the few low health dolls)
- stone skin to counteract the inevitable damage
- obviously, this deck doesn't generate damage but looks to deck Hecate out
In the only game I've played with this deck, I lasted 14 turns. That was with wardens instead of gnomes and, for whatever reason, Hecate would not target them with elixirs. I had a rustler pet on the field and Hecate hit that creature, even with a doll in hand. Will a gnome rider get targeted then? Even if it isn't, it's generating that precious stone quanta. Without the redirection of elixirs, I had to start using stone skin too early (<20 quanta). If this deck's creatures could take a few elixirs, it would delay the need for SS and increase its efficiency.
Any thoughts?
I think that I've read that protocol is to not post a deck without effectively testing it, but I've never known how to do that. Seems like the trainer doesn't work? Or am I using the wrong link? http://elementsthegame.net/trainer
I do NOT recommend anyone play this deck.
Okay, here's my second attempt and this time I have tested it in the trainer:
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- get the gravity shield up ASAP. That's why there's four of them. I started playing them even if I didn't have my enchant artifact, because it is so crucial in the early game
- don't play the shriekers willy nilly; they are strictly for creature control. when a doll's health gets dangerously low, play one (or even two at once) and target the doll with a gravity pull. the nice side effect is that that they draw elixir and/or liquid shadow
- try to hold out on playing the stone skins early in the game until the last second
- once you've built up your quantum, keep your hand full (don't bother playing pillars) to avoid nightmare damage
btw, this does win. Is there a way in trainer to choose the FG you play agains? Tedious to randomly try and play against Hecate. Edit: figured it out
Oh, here's a lesson I just learned. Don't play your enchant artifacts on your pillars or else there's nothing for Hecate to steal, so it's hand fills up and it stops drawing two cards at a time. I just decked out this way (Hecate was also at 0 cards)
So frustrating. Here's another approach I tried. Five rares, but no upgrades. I won the first time I played it, then lost the next 10.
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The sanctuaries supply the necessary healing and block the nightmares. Reverse time eliminates the repeating rage damage and helps you to prevent yourself from decking out. Swarm for the kill.
Once your eternity's on the table, rewind those dolls as much as possible, as it slows Hecate's draw of the dangerous cards. Keep the rewind spell cards for dolls that have received rage.
Unfortunately, his steal targets the eternity over the sanctuaries, so you will have to start rewinding your own creatures when your down to three or four cards. This way, if Hecate steals eternity, you've got breathing room to play your next eternity and wait a turn for its skill to become available.
It's biggest problem is that it eventually allows Hecate to play all of its dolls. With the eclipse, this is a lot of little bits of damage.
Even in a modified version that has sancturies replaced with SoG, Hecate still steals the eternities. This is the second biggest problem with the deck; decking out after Hecate steals all three eternities. (The SoG also allows Hecate to nightmare your hand)
Did some testing. The OP deck won 5/10 in trainer.
This won 6/10:
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It's a slight modification, but it makes a difference.
author=QuantumT
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Thanks for the inspiration, QuantumT! Easy EM with Hover over cards for details, click for permalink
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I'm going to say for upped something like this should work:
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I've tryed this (mostly upped) deck :
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Trainer => 5/5
Real FG : 1/1.
It's certainly not optimized (built quickly), but with some work it should be good.
Unfortunately, you need at least upped Chaos Powers :-[
Perhaps an unupped :light :time variant should work, with Blessing + Holy light (or even Crusader) ?
Since the AM+TU strategy usually fails for me, I decided to get more defence. I've never had trouble with offence, so I'ma post this for myself and others who have the Nymphs to use.
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And even despite this, you can easily get low on HP before winning. Can't help but feel there's a more reliable method.. I'll have to experiment later.
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I ran the above deck to see how it would do. It would have worked except that Hecate didn't get any rage potions until the last turn. (and no cards in hand so I know he wasn't holding back, not that the AI would have likely figured that out) He had something like 8 dolls out, a bunch of which had LS, and he had his vampire dagger out, so I was taking damage, but there was nothing to AM all game with my three quinted nymphs. If you haven't got that many nymphs, just replace nymphs/quints with AMs and TUs and towers. The deck -should- win most games; like I say, if there'd been even one early potted doll for me to AM, I would almost certainly have won, and I'm trying this deck the next time I get hecate.
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Worked to perfection. Don't ask about the odd ups, I don't remember why I have only 4 TU and 2 upped quints either (:
Note: Only 5 Nymphs since I thought I wouldn't be able to spend enough :entropy to summon all 6. I was 100% correct.
the deck in the op suffers from the ai splitting its rage elixers...
why not abuse that fact?
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If you can get an gravity shield up, this deck works great.
6 PA because you don't want any permanent to get stolen.
a 2nd eternity instead of a rt because you may rewind a doll if it gets low with liquid shadow (especially if it is enraged as well).
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[/deck]
Worked to perfection. Don't ask about the odd ups, I don't remember why I have only 4 TU and 2 upped quints either (:
Note: Only 5 Nymphs since I thought I wouldn't be able to spend enough :entropy to summon all 6. I was 100% correct.
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Putting in a second AM turned to be a good choice. Used one on a 14-attack Doll early and it held until I drew my first Quint in the second half of my deck. Finished with EM, and one card :3
the deck in the op suffers from the ai splitting its rage elixers...
why not abuse that fact?
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If you can get an gravity shield up, this deck works great.
6 PA because you don't want any permanent to get stolen.
a 2nd eternity instead of a rt because you may rewind a doll if it gets low with liquid shadow (especially if it is enraged as well).
(http://i.imgur.com/KouB1Pu.png)
Worked quite elegantly here.
Typical 'change the ai so the unupped deck doesnt work for new players' crap. I get so sick of these. Have now lost with AM and the rainbow versions back to back in 2 days.
Getting to where I hate this game. I only do 1 fight a day now, and 99% of the time, even with researching intently, it is a loss. The developer changes the ai in the FG fights to make it smarter, and hinders the development of every new player afterward.
Might as well take the oracle/FG portion out of the game for anyone under level 30, it is a HUGE hindrance on new players having to buy the cards to try and beat them, only to lose over and over and over.
Others said you are overstating the situation, but I think there is definitely some change in Hecate targeting. He never targets the same doll with rage + LS as he used to. The PU+AM counter was based on copy & AM those dolls, but they are no longer created by the FG. It is still possible to win sometimes with the deck, but it is much harder.
So I tried to make a different counter deck, which still uses PU on the high attack dolls for damage but does not rely on the healing by AM, instead uses SoSa for that:
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It worked for me today, but I do not know how robust it is needs more testing. The idea is to copy a highly raged doll, quint + SoW it so that it can bypass the dusk shield. Then use SoSa for staying alive.
I figured that quinted adrenastaves would maybe work against Hecate, so today when I got him, I tried this:
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I did a huge mistake and played my only staff in hand instead of discarding an adrenaline, so I lost quite early, but the approach can be followed and improved.
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I almost decked him out with this, but I forgot to include my own creature to rewind. It otherwise worked pretty well, but I got a lucky early miracle.
I used this version and eventually emd hecate:
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3 sundials were just dead cards in my hand (or delayed precognitions if you will), but the first 1 probably saved my ass (if it was a SoG I would have lived too, though). So including sundials is debatable; if you do dont enchant your pillars (a bad idea anyway EAs are precious), so hecate is not forced to keep his steals.
Obviously this works better fully upped and with 6 SoGs (but dont splash in unupped SoGs).
Edit: met hecate again; he had an insane 18/2 voodoodoll start. I lost just after playing eternity; a sundial could have saved me, but I didnt draw any. The problem with this deck is it needs long to get going. I takes at least 3 turns until you can pay the quanta to play eternity and Gravityshield and then you still need 3EAs and at least 1 SoG. Not sure whether that makes it worse than the prediction deck (apparently many think its weak, though it only failed me once).
With this, I almost decked him out:
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I was only 2 turns away.
(http://imgur.com/w8S8asy.jpg)
Throughout the game, my damage barely did anything to him, though I had tons of quanta. I should either change the Angels to Dragons or completely swap them to +4 Miracles and +2 SoD. Maybe it's also worth changing some pillars to Ray of Lights and add 1-2 Hope in the place of the Morning Glory.
oh right! holy flash can kill double rage potted voodoos (rest can be dealed with by gravity shield) and otherwise act as cheap heal. I am pretty sure these ideas can be merged.
First experimental deck:
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Edit: needs more purify
needs way to deal with vamp daggers damage portion
Edit2:
Sort of back to the roots; sort of
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I dunno what this is either.
Edit 3: removed sundials because they became obsolete with holy light. Not sure whether I am just getting used to it, but suddenly the deck doesnt look so weird anymore.
The problem is that it's hard to draw the things you need in a Rainbow, though i didn't test your version yet.
Today I encountered Hecate again, and with some new mods, I could do a whopping 244 HP EM on him. :) (which means more gold when winning)
Here is the deck:
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Finally I think I can say that this deck has an answer to everything (well, almost). Miracles and SoDs can stall in the early game unless Hecate gets a very fast hand and outrushes me while I'm drawing for quanta - which can sadly happen. The Sanctuaries are bound to be stolen here, but as long as they are up, they protect from Nightmare. Holy Light handles the raged dolls with 10 or less HP. And now, the forever alone Hope + RoLs take care of Eclipse. The only thing I can't remove with this is the poison, but that's manageable when you have tons of HP. :P Finally to get the EM, keep a miracle and a sanctuary in your hand until the last turn, then play Sanc+Miracle (in this order) to get the EM.
It's still a subject to test later, because i can't know from one test if i got lucky or if it really has potential... Will come back to it later maybe.
Fully upped worked very well :)
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So far I've been trying the unupped deck in op when getting Hecate but am yet to even put up a fight with it. The main problem I see is that a double elixired, lsed doll only lasts 7 turns so you have limited healing/damage from it. As a result I've been tinkering around with this deck and gone 2-3 so far:
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The idea is that if Hecate pumps up a doll and ls' it you can keep it healed throughout the game to maintain a healing/damage source. The wins have been close due to slow damage from dolls and a lack of damage on my side which has left me with sub 5 cards in deck each win. I'm thinking maybe -1 angel +2 pend +2 crusader or something like that. Or maybe its just a flawed concept and I should stick to the op.
This version 2 of the deck is 2-6, fairly bad but I feel like I have been getting really unlucky with both my draws and hecates. Not sure if there are any unupped deck that can handle Hecate spamming ls'd dolls without elixiring them and having an eclipse out.
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Version 3
I'm busy this week and especially today so I haven't and won't have much time to test this but so far this deck has comfortably 2-0d with an EM both times. I decided to just drop the angels and focus on a combo of AM and crusaders with a couple of blessings thrown in. The blessings can either be used on crusaders to put them out of elixir range or can be used on an LS'd doll right before you AM in order to ensure it lasts longer to do damage and also heals/self-inflicts a great amount of damage per turn.
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Its possible I just got lucky but I feel like even if I was slightly lucky this deck has potential to equal the OP based on the huge difference between my games with this deck and my games with the OP.
Yeah, I noticed that if you put up Sanctuary too early, he'll clog his hands with copies of Nightmare. To prevent it with current deck, I used to let myself be nightmared once or twice. I also made a second version with extra cards to prevent deckouts, but I only had the chance to test it once (it was an EM tho).
Unforuntately, this doesn't always work. Hecate won't use Nightmare if your hand is clogged, so holding onto your Sanctuaries isn't a consistent solution.
I'm attempting to solve this problem by adding a Miracle, a Hope, and another tower, and so far, I've had more success than with the old deck.
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I got an EM with this today, despite going through half the deck before getting a Miracle. Holy Lights should remain unupgraded to avoid mulligan problems.
I personally add 6 sundials.
...
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5:0 so far for me, good deck! 8-)
i have no idea if i am a genius or lucky, look the 56/28 doll
(https://s1.postimg.org/6vqyof5km7/ahahhahasggsgs.png)
i've got the screen with this deck
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i forgot to add stone skins and the deck is terribile because isn't my main account, but THE POINT is: 6 basilisk bloods = 36 turn of protection, hecate will probably keep raging the same bb'ed doll all the time; nobody ever tried this strategy, with something like this?
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