Brand new full-speed version!Hover over cards for details, click for permalink
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Been using Angels since June 2010. Bit tired of having to go for the deck code when posting it to people that ask for my version. Also noticed there's no Hope version with Archangels in the FG deck archive, so I've submitted this solely for the purpose of showing people it's just as awesome. Also, the name is based on the concept of Aether being unchangeable, and it's also a reference to Perpetual by VNV Nation. (<3)
I like speed in my Hope, since that's the deck's main strength. It has a solid win rate of ~45% while still being very fast, making it a perfect deck for grinding FG's. For that purpose, Archangels speed it up quite a bit as it helps you by getting the damage output going earlier in the match. This helps against all FG's, since you'll finish faster and reduce the power of their double draw. It also helps against FG's with shields, since you'll usually be able to get more damage out before that shield comes up, and it helps against FG's with healing for the same reason. For instance, I rush Ferox a lot more often with Archangels than Dragons.
On the flip side, you'll do less total damage late-game, which means you can't one-turn kill most FG's, and might deck out against Chaos Lord if he times his Dissipation Field well. Pros and cons to both.
There are two sides of the coin to the problem of CC as well, of course. While it's easier to bait most CC with an early Archangels to protect your RoL's, they don't have 12 HP like the Light Dragon. Luckily though, 7 is quite enough for most FG's, and since they can heal themselves, they won't go down over time like Dragons. Pros and cons to both.
As some of you know, I've participated in many Archangel/Light Dragon debates. The reason I explain the differences in this thread is I submit it
because it's a different version. This thread is
not for discussing what's better. Thanks in advance for respecting that.
That said, feel free to say what your preferences are, as always. If there's anything the countless debates have shown, it's that it boils down to preference. RoL/Hope is a very customisable deck since it relies on a combo. Anything around that can be adjusted. For instance, I sometimes run this with 2 SoG's, 2 Electrocutors, 3 Archangels, 5 RoL's, 4 Fractals or any combination of these.
Upgrading priorityAssuming you start from this:
http://elementscommunity.org/forum/index.php/topic,145331. RoL's
2. Pillars/Pendulums (improves win rate a lot. splitting from the start is never a bad idea)
3. Dragons/Angels (depending on what you go for. more damage is very useful)
4. Lobotomizer (economical upgrade since you will often use its ability several times)
5. Fractal
6. Hope (due to new AI logic of prioritising RoL's when Hope is up, the extra protection comes in handy. however, this is still optional, as you can lose some games from having 7
and upped Hopes on your last turn)
SkipsThe rest of the info on this deck can be found in other RoL/Hope guides. However, I will note here than I only autoskip Octane. If early shield pops up for Hermes and Neptune, I quit. If early Inundation or Octopi and no Electro pops up, I quit vs. Neptune. If Ferox gets several early Bonds, creatures and early to mid-game Shield, I quit.
Update: Removed the SoG's since they were changed in 1.29. It may very well be even more lucrative with full speed.
Old stats by Noobiecakes and morningstar:
http://elementscommunity.org/forum/index.php/topic,14312.msg294710#msg294710Image time! I got this idea since I just rushed Rainbow again. The first two are really old pics.
This is your only chance of beating Hermes. He gets very few towers and spends the
on growing his Spectres.
Yeah, that's how you do it!
The usual victims like DG and Destiny were killed about 5 times each during this day of farming, and you can find my epic survival against Gemini in that thread (
http://elementscommunity.org/forum/index.php/topic,8305.msg380421#msg380421). x)