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Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg182852#msg182852
« on: October 23, 2010, 05:10:08 pm »


Shak'ars Revenge

When the old Voodon-Priest Shak'ar called for young warriors to help him retaliate against the gods,
everybody thought he had finally gone crazy beyond return.
The recent waves of drought and disease which had dimished the tribes numbers to just a few,
had been traced back to the doings of those gods which dwell in a place Shak'ar used to call "the 6th plane". 
Shak'ar was asking much of them. His eyes, rolling in a frenzy, went white and red
when he demanded 24 young warriors to step forward.
They were to be sent to the 6th plane through a gateway he had been building for the past weeks
and they were not to return before having retrieved some badly needed items.
The chieftain of the tribe looked at the "gateway", a ragged pile of straw, elephant-tusks and mud,
and he had his doubts. Well knowing that this would probably mean certain death for each and every
one of them, he finally selected 24 volunteers for the venture ...

The "return" of the warriors would cause much grievance among the tribespeople.
Not one of them had survived the 6th plane and the gateway cast out a variety of horrors, hardly
to be recognized as what was once a human: Burnt beyond recognition, crushed to piles of blood and bones,
drowned and bloated or deformed into monsters that had seized to live.
Shak'ar however didn't seem to care. As if in trance, he collected the warriors remains and took them
to his tent where he would work day and night, neither sleeping, nor resting, nor eating nor drinking ...

When Shak'ar finally summoned the tribe he was bare of clothing. The weeks of abstinence
had his bones showing below a pale skin and his eyes were burrowed deep within in a haggard skull.
With a short, speechless gesture he presented his work on an altar made from lion-hide:
24 small puppets that apparently had been crafted from the remains of the unfortunate warriors.
Each of them bore a small icon and a writing of strange symbols made from blood-stained chickenbones.
Shak'ar didn't make an effort to explain. Once everybody in the tribe had witnessed the altar, he
resolutely grabbed his staff and the first one of the puppets, a clumsy little figure of cinder and volcanic stones.
Raising it above his head he paced towards the gateway where he stopped, looked at the skies
and proclaimed the following: "SHAK'AR BE ELEMENTAL! HERMES, PREPARE THYSELF!"
The Voodon-priest struck the gateway with his staff and instantly combusted into a cloud of blue flames,
wavering for a few seconds, then suddenly dissappearing as if being absorbed by the gateway ... 



The following decks were inspired by the Voodo-Panic-Video
(deck: Voodoo Panic)


Shak'ars plan for Revenge (general strategy)

Shak'ar decks rely on sheer deck-speed to run in a roaring profit.
~30% win-rate is much more than it sounds when you play 2:30 min-games:
 
- Wait until you cannot take any more damage from the FG
- Drop a voodoo-doll, cast Basilisk Bloods and Gravity Pull on it
- Wait until your doll has taken 67, 50 or 40 damage
- TU your doll 2, 3 or 4 times (depending on dmg) and kill the FG

- Use delayed BBs to petrify the FG's weapon slot
- TU your doll early and hope for a second grav.pull (and/or additional TUs/BBs) if your
doll would die through high damage
- search this thread for tactics against specific FGs and other advanced guerilla tactics


STRATEGY COMPILATION

Dragoon put together a highly comprehensive compilation of all the strategies,
advanced strategies, guerilla tactics and heroic moves posted in this thread and elsewhere.

Thanks for that Dragoon.
Open Spoiler to get flashed to perfection:

Spoiler for STRATEGY COMPILATION:
Basic Concepts
  • Play Pendulums/Towers and Supernovas to gain quanta.
  • Play VD and GF to redirect damage to Doll.  This buys you time and hurts the FG.
  • Use BB on your VD to lengthen his life and freeze the FG's weapon.
  • Once your VD is low on HP, use TU to multiply the damage done on that VD's HP to the FG's HP.

General Strategies
  • In general, wait to start your combo as long as possible.  Once you GF your doll, there's no turning back so make sure you have as many of the cards you need to pull a win as possible.
  • In general, you need a minimum combination of 3 BBs and 2 TUs or 2 BBs and 3 TUs plus the VD and GF.
  • Play your VD and BB ASAP if the FG plays a weapon.  Also, always hold on to 1 BB if your VD doesn't need it to live.  Use it to (re)freeze the FG's weapon.
  • Play an early VD without BB to draw out CC spells (Lances, Plagues, etc.).  Do not use this tactic against FGs with Rewind.  Wait to play the GF until you're ready to start the combo.
  • Keep track of the damage potential of the FG's next turn.  It's not enough to add up the damage on the field.  You must know what kind of creatures he might draw and see if he has enough quanta to play those creatures.  To be safe, always assume he'll do the maximum damage.  However, there are times where you have to just hope he doesn't play x creature because it's the only way you can win due to the circumstances.
  • If your VD might/will die next turn but you don't have enough TUs to win, go ahead and TU the VD once to save a copy of the damage already accumulated on that VD.  Drawing more BBs, TUs, or even another GF might win you the game in the subsequent turns.  Also, go ahead and use any of your BBs on that VD that's going to die anyways before you TU.  You'll do maximum damage with the first VD and you'll have the extra HP for the second VD in case you draw another GF.
 
Advance Techniques (aka Guerilla Tactics)
  • If you're taking too much damage too quickly and you need to buy yourself some time, play your VD, all your BBs, a GF, then TU it.  By doing this,  you create a massive meatshield while you buy yourself more time to draw the needed cards to win.  A second GF in hand is recommend before attempting this.
    Spoiler for An example:
    The FGs damage is suddenly at 32 and you are bound to do something or die (26 HPs left).
    Unfortunately, you only hold 2 measly BBs so far. Casting the VD now means the VD dies next turn if you
    don't draw another BB right away. Your clogged hand holds: 3 TUs, 2 GFs, 2 BBs, 1 VD.
    Looks like its Guerilla-time!
    turn1 -> You spit in the face of the FG by casting VD + 2 BBs + 1 TU, then you GF VD1.
    turn2 -> (draw: no BB, sorry) your VD1 has 28HP left, you leave it to die and suck up that damage.
    turn3 -> (draw: whatever) the FG ramped up his dmg to 38, VD1 has bit the grass and dealt a total of 54dmg
    to the FG, you GF VD2.
    turn4 -> (draw: BB, finally!) VD2 has 22 HP left, + 1 BB = 42HP
    turn5 -> (draw: whatever) VD2 has 4 HP left, you TU it twice and kill the god: 76 x 2 = 152 + 54 (VD1) = 206!

    What you just did is converting a single TU into 60 life-saving HPs (VD1) to keep you afloat a couple more turns.
    That gave you a chance to finally draw that damn 3rd BB over 3 turns.
    If you had just stuck to your standard plan, you would have hit "quit" at turn 2 because normally, TUing a doll
    for low damage is inacceptable: you just need to hit that magical 67 damage (2 TUs) or 50 damage (3 TUs) with your
    VD alive to do it. This is especially the case if you don't have the aether quanta to just "blow" a TU on this move.
    The more standard version of this guerilla-move I use quite often is TUing a half-assed damaged doll (e.g.~45HP)
    to preserve my doll while I hope for more BBs.
  • It's sometimes necessary to play a defensive BB.  Examples include controlling momentum damage from creatures, stopping Fallen Druids from mutating, stopping Gravity Nymphs from spamming Black Hole, etc.
  • Additionally, it's sometimes necessary to burn a TU on an opposing creature, and then GF it's copy or some other nasty creature.  Examples include abnormally large creatures from miracle, paradox, or TUing something without momentum to GF a creature with momentum.
  • Against some FGs, it's recommended to play the deck as a TU deck and use BB and GF as CC.  Use GFs first, especially when you can TU a creature that has enough attack to knock out a creature with 1 hit.  Alternately, you can use GFs on your VDs to stop a little damage, buying you a turn or two.
  • In some situations you can use any extra quanta and TUs on enemy uber-creatures to shave off some HP off the FG.
    Spoiler for An example:
    One scenario of a "bad draw" is getting like 4 TUs early on. Now if that is paired with your decent standard
    2 towers you just got yourself some options other than only playing plan A.
    With towers you can actually afford to use 1 or even 2 TUs for something other than your doll to get an early
    game advantage.
    I have copied kick-ass Lavadestroyers, Forestspectres, Lightdragons, Druids, Mutants ... anything that shaves
    off an extra 15-30 damage (depending on survivability).
    Also keep in mind that you will often have an extra GF hanging around: Your freshly cloned Lava Destroyer
    just killed your one worry if you can make it long enough for your VD cast ...

FG by FG Breakdown

Spoiler for Chaos Lord:
Play your deck as a TU + stall deck.  TU his largest mutant and then use your CC to control his field (Druids, Demons, and other nasties).  TUing the best mutant makes for better mutants.  Also consider TUing creatures whose ability you have extra quanta of.  If he's holding on to a Dissipation Shield, you often need to go the normal route.
Speed-Farming: Precognition is really your friend.  If he's holding on to early Druids and Mutations and you don't have a good TU hand, quit.

Spoiler for Dark Matter:
Much harder with the tower version than pendulum version.  Don't play any SN until you have the entire combo in your hand—VD + GF + 2 BBs. Before then, just play as many pendulums as possible. If you use towers, you probably won't have enough entropy quanta. Once you have everything, cast a single supernova; cast more later when you need quanta.
Speed-Farming: Usually auto-quit if you're going for card/hour.  If you do play a few turns, quit if he drops a couple of Chargers or Nymphs.

Spoiler for Decay:
He's the opposite of Dark Matter, play as many SNs as you can as fast as possible. The exception is when you have a lot of everything except earth quanta. Then, save a SN for when you draw more BBs to prevent him from draining it all earlier. Damage really depends on eclipse, and the longer the game drags on before he plays one, the more likely he'll drain everything, including aether for TU's.  Play your VDs when you can but don't BB them.  Wait a turn for him to unload his Siphons and then use your BBs.
Speed-farming: For some, an auto-quit since you can only win if he plays an Eclipse early enough.  He's not too bad to beat though otherwise.

Spoiler for Destiny:
Since he doesn't have as much mutation potential as Chaos Lord, you can often pull the normal combo off.  You may have to play a defensive BB against Fallen Druids.  Don't bother TUing his mutants because he carries Rewinds (unless it's an Entropy mutant, then sometimes it's worth it since you usually have extra Entropy quanta).
Speed-farming: Like Chaos Lord, if he's holding or dropping early Druids and you don't have a good TU hand, quit.

Spoiler for Divine Glory:
Pretty straightforward though you're often low on Aether quanta due to Explosions.  Try to save a BB to freeze the weapon if you can.
Speed-farming: Play every game, even those with somewhat bad hands.  He's the best FG for cards so you really want every chance you can get to beat him.

Spoiler for Dream Catcher:
One of the easier matchups because the damage just doesn't come quickly from DC and his Butterfly Effect doesn't have as big an impact as it does vs. other FG farming decks.  There is one tricky play you will have to watch out for.  Discord will mix your quanta up, meaning you will want to have played a SN; however, he has 2 black holes, which means you would want to have held onto your SN's.  More often than not you'll get screwed by Discord so go ahead and play your a SN (save the others).  Make sure to play your VD + GF + BBs the same turn if you can.  Since damage is low, you should have time to draw what you need before the VD dies.
Speed-farming: Quit if he messes up your quanta pool too much with a combination of Quicksand, BH, or Discord.

Spoiler for Elidnis:
Make a large meatshield to soak up poison if you need to buy some time and you have the extra GF.  Keep track of his aether quanta because of his TU spam.  Precogs can help.  Be safe and TU your VD if you think he might drop his TU bomb and your VD won't be able to handle it.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Eternal Pheonix:
Damage comes faster than almost any other false god here so hope to draw your combo early and pray for as many BB’s as possible because damage is difficult to predict from EP.  Beware of Fire Lances dealing death blows.  Watch his aether quanta and assume that whenever he's going to hit 9 he'll play a fractal for another 4 or so phoenixes - that's 16 more damage; plan accordingly.  You might consider using a BB on a Dragon if it will help your VD not be killed too soon.
Speed-farming: Quit if you don't have a good hand.  You have to be fast to beat EP.

Spoiler for Ferox:
Ferox is fast.  His speed is your biggest enemy.  Damage is fairly straightforward although a Jade Dragon or two might throw off your damage calculation.  You often have to do most if not all of the 200 damage through your TUs since he has lots of Bonds.
Speed-farming: Quit if he's healing to full health every turn and you won't have enough damage, Aether quanta, or TUs for an OTK.

Spoiler for Fire Queen:
Don't wait too long or there will be too many FFs and Bonds for your VD to handle.  If you can afford to, leave a plain VD out for his Animated EE to snipe.
Speed-farming: Quit if she's healing to full health every turn and you won't have enough damage, Aether quanta, or TUs for an OTK.

Spoiler for Gemini:
Play your VD + GF sooner rather than later because much of his damage will bypass your VD anyways.  If he only has 1 Momentum'd creature, make sure to BB it before you think he'll drop his TU bomb.  You can't go with a TU deck because he'll just TU your creatures.
Speed-farming: If he plays or is holding several Momentums and Spiders, quit.

Spoiler for Graviton:
Play your VD + GF early because you will need to soak up as much damage as possible before momentum kills you.  If he plays an early Momentum'd Otyugh, TU it and eat his Chargers and Momentum'd Firemasters.
Speed-farming: If he drops early Momentum on his Firemasters instead of Otyugh, quit.

Spoiler for Hermes:
Drop your VD ASAP but wait a turn for him to waste his Lances on it before you BB it.  Sometimes BBing a built up Lava Destroyer to give your VD a breather for a few more turns will help.  Also, consider TUing his first Destroyer once it's built up beyond Lance range (7 HP or more depending on if he wasted Lances on your VD already) and than GF his copy.  You get rid of a powerful creature and you start wailing on his HP with a big hitter of your own.  Be careful not to waste too much Earth quanta on growing him; you need them for your BBs too.  Also, beware of Lances dealing unexpected death blows.
Speed-farming: Quit if you don't have a good hand.  You have to be fast to beat Hermes.

Spoiler for Incarnate:
Vampires cause him to heal himself so you're going to need more damage than normal.  Keep track of Graveyards and Retroviruses when calculating damage.  Leave a plain VD as long as possible to soak up poison.  If you have the extra GF, drop your VD, all your BBs, and then TU it.  You'll get double the poison that way.  GF the first VD and let it die while adding extra BBs to the 2nd VD.  Once the first one dies, GF the second VD and then TU spam that one before it dies.  Of course play any extra VDs you have to get extra poison as well.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Miracle:
Straightforward battle except keep in mind that damage can either come modestly or at a speed that is impossible to build against.  Consider burning an early TU or TU + GF to counter a multi-blessed Dragon or Pegasus.  Make sure you have enough damage to kill him in one go.  You can get him to about 60-70 HP remaining before he thinks about playing Miracle.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Morte:
If you try and move too quickly, bone dragons can spoil your day.  If you try and stall for more cards, poison can spoil your day.  You just got to time it well.  You can TU an Archangel to help your VD live longer, but overall, it's better to just TU your VD for more damage.  If you have the extra GF, drop your VD, all your BBs, and then TU it.  You'll get double the poison that way.  GF the first VD and let it die while adding extra BBs to the 2nd VD.  Once the first one dies, GF the second VD and then TU spam that one before it dies.  Of course play any extra VDs you have to get extra poison as well.  If he has more than 12 Light quanta, make sure you have enough damage to kill him in one go.  You can get him to about 60-70 HP remaining before he thinks about playing Miracle.
Speed-farming: Play unless you have a horrible hand or he gets a ton of poison on you early.

Spoiler for Neptune:
Normally it's good to drop a VD without BBs to get a FG to waste his CC on it, but against Neptune, I would not recommend this unless you have an extra VD.  He will Congeal and then Shockwave your VD into oblivion if it's not BB'd.  You can let your HP run fairly low against Neptune but watch his Water quanta.  Dragon and Crawler spam can hurt both you and your VD.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Obliterator:
Obliterator will be happy to supply a GF if you don't have one.  If he doesn't play a lot of Momentum, you can go with the normal strategy and BB any late Momentum'd creatures.  If he starts off with a lot of Momentum (or has a lot in hand), go with a TU strategy.  Drop a VD for him to GF.  Then try to TU a momentum'd Dragon if possible.  They can survive a hit or two if they get GF'd.  If he does GF your Dragon, you play your own GF back on the VD.  Also, if you're low on HP he'll sometimes pop open those Shriekers so watch out.
Speed-farming: Quit if he has a lot of momentum and you don't have a good TU hand.

Spoiler for Octane:
Lots of Eagle's Eyes and animates = win. Lots of gases = lose.  Drop all your VDs ASAP.  Also, don't bother BBing them until you have to.  They will be sniped if they aren't BB'd.  GF your VD sooner rather than later because you have to get the damage in before 5 UGs are played.
Speed-farming: If he's holding a lot of UGs and no Animates or EEs, quit.

Spoiler for Osiris:
It's recommended to start your combo maybe a little sooner than usual if you have the cards to do so because of Trebuchets and momentum.  Pretty straightforward otherwise.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Paradox:
Straightforward match except damage can come quickly and is REALLY unpredictable in calculating due to déjà vu splits, blessings, and TU spam.  It seems like every time you have a nice comfortable BB cushion on your doll with GF applied, Paradox senses it, spams about 4 or 5 TUs on a giant furball, and squashes your hopes and dreams of winning.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Rainbow:
Rainbow will be happy to supply a GF if you don't have one, but you'll have to wait for the Congeals to wear off.  Playing a vanilla VD will also help draw out any Lightnings.  Watch for his hourglasses to speed up the match and damage so be careful with your calculation.  Also, if you're low on HP he'll sometimes pop open those Shriekers so watch out.
Speed-farming: Play unless you have a horrible hand.

Spoiler for Scorpio:
Get your VD out early because he doesn't have alot of physical damage and you will die too soon if you don't start working down your VD's HP early.  Make a meat shield if you need to stop early Puffer poison and have the extra GF.
Speed-farming: Play unless you have a horrible hand or he gets a ton of poison on you early.

Spoiler for Seism:
Try to play your Pendulums/Towers one by one due to Quicksands, or double stack the Pendulums when they are giving aether quanta.  If you can spare a BB, sometimes it's smart to use one on a Dragon (Silurian especially).  Also, if you're low on HP he'll sometimes pop open those Shriekers so watch out.
Speed-farming: Quit if RNG gave you a sucky Pillar draw.


Shak'ar construction kit:

There have quite a few variations been suggested by now, all of which draw on one of two
basic skeleton builds. The number of cards open to change (extras) is currently set at 4 and
depends on personal preference. Any deck crafted using this kit will more or less have a
similar performance around  31% win-rate with the actual time per game still being
the great unknown for most variants ...

STEP1  Select Skeleton-build:

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Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 7tg 7tg 7tg 80b 80b 80b 80b 80b 8pu

The pendulum-build. Known for maximum reliability and lower frustration.
Currently recommended.



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Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 74d 74d 74d 77l 77l 77l 77l 77l 7tg 7tg 7tg 808 808 808 808 808 808 80b 80b 80b 80b 80b 8pj

The tower-build. Known for guerilla tactics through excessive aether-quantum usage.
Higher frustration tolerance recommended.



STEP2  Select Extras -> 30 card deck:

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Deck import code : [Select]
6u7 6u7 6ve 6ve 77l 7k0 7qb 7qb 7qb 7qb 808 80b 80e 80e

 :entropy Pendulums/Towers so they match your respective skeleton-build
-> add more quantum stability
 :earth BB/TU
-> add more variance and stability
 :time Precognitions
-> increase overall stability of the deck at the cost of variance
 :aether Electrocutor/ AM/ Mirror
-> increase survivability against selected gods at the cost of deck-speed
Spoiler for Why FG-voodooing without stall:
Here are a couple reasons why FG-voodooing works much better without stall:

1. Shak'ar does not hesitate for the gods are swift.
The old voodon-priest knows that the gods grow ever stronger with every turn you allow them to flourish.
Stall buys you time, true. But the FG will profit from that time much more than you do:
Bond-using gods will grow their healing force, mutating gods will cast their druids.
Rewinding, TUing gods and direct damage using gods (fire-, icelance) have a certain threshold
before which they won't make use of their specialty cards. With sundials, the gods will only get closer to that
moment where druids, mutations, rewinds, eternitys and TUs strike your doll, where lances and poisons
deliver that deadly force and where feral bonds easily recover those 60 damage your doll has already dealt ...
we are talking about roughly the majority of all the false gods out there. ;-)

2. Shak'ar has got no time to lose. He wants his revenge and he wants it fast!
Why wait to finally draw that badly needed TU when you could have drawn it right away, instead of a stall-cardl?
In the early game, just about every false-god acts about the same:
Build some quanta, throw out a couple critters for early damage ... That makes it easy to calculate the damage
your doll will and can take. A god that only deals some 25dmg will get your doll close to 0 (and not below 0!) much easier.
Moreover: Once the doll is cast, it IS your stall. This deck enables you to cast the doll-combo within just a few turns
 and to treat almost every god the same way: As a weakass pseudo-god that has betrayed your tribe.
The economical upside of this is that you win (and lose) your games even faster ... a LOT faster.
Bad hands can be recognized faster as well.

3. Shak'ars plan has but one weakness.
Sundials, Shards, Shields ... are a major weakness against permanent-controlling gods.
Shak'ar won't have Rainbow or ChaosLord stealing and drawing with HIS sundials, he won't allow Hermes,
Phoenix, Glory, Obliterator ... to destroy the one card that keeps him from failing.
This deck presents almost no weakness to perm-controlling gods and the tower-number works well, even
when some casualties come rolling in. Combined with the supernovas 6 pedulums/towers are more than enough to
generate the quanta you need to cast 3-4 TUs in time.
That leaves the gods with only one (tough) target to bring Shak'ar down: The doll as such.

4. Shak'ar knows the power of multiple realities.
A grav.pulled voodoo-doll with 4 basilisk bloods is fine and good.
However what really does the trick here is TU ... lots of TU! When you have an extra TU, 1 basilisk blood on our doll
becomes 2 basilisk bloods, so this deck can easily win with a doll that only has some 60HPs in the first place.
Being able to just copy that doll one more time proves to be invaluable when comparing it to having to micromanage
your dolls dmg-intake with sundials and wasting that TU on copying a halfassed damaged doll that would otherwise
just die during the FGs next turn.   
Even if you do have to go down that road of killing the god in two steps with a copy of your first doll,
then regrav.pulling another doll while waiting for one more TU to copy your first doll ...
With 6 TUs in the deck you can actually afford to do it.



Stats for selected decks


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6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7qb 7qb 7qb 7tg 7tg 7tg 80b 80b 80b 80b 80b 8pu

"This version is what I'd suggest to anyone who wants to try the deck." (Malduk)

"The perennial standard edit of the shak'ar farming tradition." (The annual EtG-deck revisor 2011)


FGei = 4356,    Win Rate (n) = 28.85%,   Score/hr (n) = 0
Spoiler for deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7qb 7qb 7qb 7tg 7tg 7tg 80b 80b 80b 80b 80b 8pu
Spoiler for stats:
  deck     Shak'ars Revenge   
  players     kirchj33   
  version    1.27 
  win-rate     29,09%   
  $ track ?    enabled 
  win-rate (n)     28,85%   
  games    220 
  Score/h     7   
  win-loss-(EM)     64-156-(0)   
  Score/h (n)    0   
  time (h:m:s)     07:45:09   
  FGei[c]*    4462   
  min/game     02:07   
  FGei[cn]*    4356   
      Statmasta™realtec                                                                *real card-spin-rate
Spoiler for god by god:
  score/h  FGei(c)   Statmasta™4000    wins losses skips EM/Wins
   727
   -785
   -808
   -20
   -1032
   609
   297
   556
   -673
   -1263
   -253
   -876
   -653
   141   
   634
   -432
   911
   138
   -125
   -267
   1082
   300
   151
   -747
   426
   895
   -630
   -1288
   1147
   11008
   -785
   -808
   5506
   -1032
   10956
   4032
   6353
   1422
   -1263
   2896
   -876
   787
   3849   
   7257
   1672
   10351
   4240
   3060
   2896
   9501
   5954
   7315
   -747
   6965
   7176
   1316
   -1288
   11633
Akebono
Chaos Lord
Dark Matter
Decay
Destiny
Divine Glory
Dream Catcher
Elidnis
Eternal Phoenix
Ferox
Fire Queen
Gemini
Graviton
Hecate
Hermes
Incarnate
Jezebel
Lionheart
Miracle
Morte
Neptune
Obliterator
Octane
Osiris
Paradox
Rainbow
Scorpio
Seism
Serket
   6
   
   
   2
     
   3
   3
   3
   1
   
   1
   
   1
   1
   4
   1
   9
   4
   1
   2
   3
   4
   1
   
   4
   5
   2
   
   3
    6
    8
    7
    5
    8 
    3
    4
    3
    9
    4
    4
    6
    10
    2
    4
    6
    4
    8
    3
    7
    1
    6
    2
    6
    5
    3
    13
    7
    2
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     


With 11 gods skipped (marked in red in the god by god breakdown)

FGei = 6165  :underworld,    Win Rate (n) = 27.24%,   Score/hr (n) = -66, FGei-increase through skips = 41.5%
Spoiler for stats:
  deck     Shak'ars Revenge   
  players     kirchj33   
  version    1.27 
  win-rate     26,82%   
  $ track ?    enabled 
  win-rate (n)     27,24%   
  games    220 
  Score/h     -88   
  win-loss-(EM)     59-161-(0)   
  Score/h (n)    -66   
  time (h:m:s)     04:57:50   
  FGei[c]*    6375   
  min/game     01:21   
  FGei[cn]*    6165   
      Statmasta™realtec                                                               
Spoiler for god by god:
  score/h  FGei(c)   Statmasta™realtec    wins losses skips EM/Wins
   727
   -108000
   -108000
   -20
   -108000
   609
   297
   556
   -108000
   -108000
   -253
   -108000
   -108000
   141   
   634
   -108000
   911
   138
   -125
   -267
   1082
   300
   151
   -108000
   426
   895
   -108000
   -108000
   1147
   11008
   -108000
   -108000
   5506
   -108000
   10956
   4032
   6353
   -108000
   -108000
   2896
   -108000
   -108000
   3849   
   7257
   -108000
   10351
   4240
   3060
   2896
   9501
   5954
   7315
   -108000
   6965
   7176
   -108000
   -108000
   11633
Akebono
Chaos Lord
Dark Matter
Decay
Destiny
Divine Glory
Dream Catcher
Elidnis
Eternal Phoenix
Ferox
Fire Queen
Gemini
Graviton
Hecate
Hermes
Incarnate
Jezebel
Lionheart
Miracle
Morte
Neptune
Obliterator
Octane
Osiris
Paradox
Rainbow
Scorpio
Seism
Serket
   6
   
   
   2
     
   3
   3
   3
   
   
   1
   
   
   1
   4
   
   9
   4
   1
   2
   3
   4
   1
   
   4
   5
   
   
   3
    6
   
   
    5
     
    3
    4
    3
   
   
    4
   
   
    2
    4
   
    4
    8
    3
    7
    1
    6
    2
   
    5
    3
   
   
    2
   
   8
   7
   
   8
   
   
   
   10
   4
   
   6
   11
   
   
   7
   
   
   
   
   
   
   
   6
   
   
   15
   7
   
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     


---


Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 74d 74d 74d 77l 77l 77l 77l 77l 77l 7tg 7tg 7tg 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 80b 8pj

The original Shak'ar ... your "raw" build if you wish.

   Statsheet
player:Jangoo
games:180
win-loss-EM:53-127-0
time:7:46h
min/game:2.59
win-rate:29,44%
normalized:n.a.
FGei(c)   :n.a.



---


Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7k0 7tg 7tg 7tg 80b 80b 80b 80b 80b 80e 80e 8pu

"This deck has a decent chance against any and every god. I actually quite enjoyed playing it, feeling my win rate is going sky high. However, turned out that is not the case. 2 Electrocutors, while helpful against some gods, leave you very vulnerable to rushes. Those are cards that are NOT part of your setup, and as such are slowing you down too." (Malduk)

   Statsheet
player:Malduk
games:509
win-loss-EM:163-344-2
time:n.a.
min/game:n.a.
win-rate:32,42%
normalized:n.a.
FGei :n.a.

---

Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 77l 77l 77l 77l 77l 77l 7qb 7qb 7qb 7qb 7qb 7tg 7tg 80b 80b 80b 80b 80b 8pu

"I'm finally finished testing my 2 doll 2 grave force variation. At first glance it seems less effective but here's the stats." (Jen-i)

Statsheet
player:Jen-i
games:300
win-loss-EM:99-201-4?
time:n.a.
min/game:n.a.
win-rate:33,00%
normalized:n.a.
FGei :n.a.

---

Hover over cards for details, click for permalink
Deck import code : [Select]
6u3 6u3 6u3 6u3 6u3 6u3 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 74d 77l 77l 77l 77l 77l 77l 7tg 7tg 7tg 80b 80b 80b 80b 80b 80b 8pu

"The thought was to increase the combo cards so they go off more consistently plus give more guerrilla-tactics
options.  But it comes out about the same." (Dragoon)

deck  Shak'ar (pend/4gps) 
player  Dragoon 
version  1.26 
games  100 
win-loss-(EM)    33-67-0 
time (h:m:s)  n.a. 
min/game  n.a. 
win-rate   33,00% 
normalized   32,90% 
FGei[c]  n.a. 
FGei[cn]  n.a. 
      
      

« Last Edit: May 31, 2012, 05:54:33 am by willng3 »

132jh

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183020#msg183020
« Reply #1 on: October 23, 2010, 07:44:33 pm »
could you explain this deck in english? also what false gods would it be able to kill

Mastermind79

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183043#msg183043
« Reply #2 on: October 23, 2010, 08:05:21 pm »
could you explain this deck in english? also what false gods would it be able to kill
Looks pretty self-explanatory: pop out Voodoo Dolls, Basilisk Blood them, the Gravity Pull them, and when they get low on HP, TU them.

Dunno about which gods this can beat.

Offline JangooTopic starter

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183062#msg183062
« Reply #3 on: October 23, 2010, 08:26:11 pm »
could you explain this deck in english? also what false gods would it be able to kill
Yeah, what Mastermind said:

Plan A:
- Wait until you can't take any more damage with a bit of savety (~30HPs)
to collect the cards for the combo
- Play Doll +  as many Basilisks on it as possible + gravity pull
- wait until Doll has taken enough damage to take down the god
-> for this you must count how many TUs you can actually cast
-> e.g. [doll with 45dmg taken] x 3 TU
= 135dmg + 45 [already inflicted on god] = 180dmg
Now if your doll still has 20HPs left, the god will pop himself on his next turn ...

Of course you should vary a bit, depending on the god.
E.g. the gods using momentums or poison need a larger savety.


Old Shak'ar crafted 24 dolls, so I am assuming he wanted to bust the whole pandemonium.  ;D
In other words:
This deck can and has beaten all the gods.
(However suffers notable drawbacks against DarkMatter, Decay and ChaosLord) 


132jh

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183266#msg183266
« Reply #4 on: October 24, 2010, 02:54:57 am »
i just invested all my electrum into this deck and got screwed over by momentum, a thousand crappy draws, earthquakes, reverse time etc.  :'(

Celidion

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183270#msg183270
« Reply #5 on: October 24, 2010, 03:07:04 am »
And you didn't test it in the trainer why?

Offline JangooTopic starter

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183369#msg183369
« Reply #6 on: October 24, 2010, 06:26:44 am »

i just invested all my electrum into this deck and got screwed over by momentum, a thousand crappy draws, earthquakes, reverse time etc.  :'(
I don't know how rich you are and if you already have most of the recommended cards upped (quantum Ts, hourglasses, FFQ, butterfly, druid, pulverizer ...).
If not, maybe that was really not such a good idea.
The cards in this deck are mostly specialty cards with very little re-use value. Voodoo-dolls and basilisk blood
just won't fit in with many decks. Gravitypull will get some use but it pales against e.g. some momentums and
while TUs are nice, six of them is a bit much too for starters ...

But now that you got the cards, please don't go and resell them right away! You would just lose a ton of cash.

So here is the deal with this deck:

Issue 1: crappy draws / poor deck-performance

2. Shak'ar has got no time to lose. He wants his revenge and he wants it fast!

That means that this is the fastest FG-deck I have ever played. Before your cigarette is burned down
you will have run through 150 electrum, losing badly 5 times in a row.
So what you need to do, is look at your overall time-investment and compare it to other decks.
With a classic rainbow and my somewhat slow computer it will take me about 10-15min to fight a false god ...
sometimes just to last-minute-lose due to some damn RoF not drawn, Gemini spamming momentumed dragons,
Hermes firing up his lances or whatever.   

I didn't take stats yet, but my guess is that this deck ranges around a pretty small 25% win-rate.
With an assumed 33% card-spin rate (if you actually win a match), that means that you need an
averaging 12 games before you finally win a card!
-> 12 x 30 = 360elec spent, 1150elec won = 790elec profit. (voodoo-deck)

Of course that will seem rather much like one big loosing streak at first!

The thing is, once again, that you can easily play those 12 games in half an hour,
a timeframe within which other decks will make maybe 3 games, giving you pretty much
only 0,4 won cards (with an assumed win-rate of 40%).
-> 3 x 30 = 90elec spent, 1150 x 0,4 elec won = 370elec profit. (rainbow-deck)

Now that direct comparison leaves a lot of room for the worst failures with this deck ...
Even just a 15% win-rate would break even with a slow, but steady, rainbow-deck.


So you see where this is going now?
Shak'ar went through weeks of work without resting, eating or drinking and when he was finally
done he went straight through the gateway to kick those FG-asses!
The old voodon-priest will not take prisoners and he will not be easy on himself until he has finally
brought those bastards down. If it takes the extra battle to do so ... so be it! ;)

----------------------

As for Issue 2: momentum, earth-quake, rewind etc.

1. Shak'ar does not hesitate for the gods are swift.

I had a bit of trouble with momentum too:
Against Obliterator, Graviton, Gemini and Osiris you will want to risk a little more by starting your combo a bit earlier. You need those extra HPs as a savety against momentum so your only chance is to hope he doesnt draw that many moms and that you will be just fine by drawing the extra basilisk-blood/TU when you need it.

Earth-quakes:
Just do what everybody does: Don't play all the towers at once and hope for Seism/DreamCatcher to not go too
heavy on that in the first place. Most other decks have absolutely no advantage over Shak'ar here.

Rewind:
Mind Shak'ars advantage number 1! The Shak'ar I know has not failed against rewind a single time so far!
He usually "heads-off" Destiny, Seism and Osiris before they know what hit them.

Etc.:
Like what? TUs? Weapons? Mutations? Poison? ... Keep in mind that a very early doll with no grav.pull (yet) and just one basilisk blood will freeze the gods weapon slot for 6 turns! While shaving off that extra damage is invaluable, your doll is in no danger at all against most gods. I mean, what's he gonna do? Firelance it?  ;)
Mutation is a big weakness I agree and there really isn't much you can do once ChaosLord or Destiny
start up on that.
Scorpios poison however can be controlled pretty easily: Play doll early to freeze that Arsenic,
add grav.pull as soon as Pufferfishes show up ... Scorpio doesn't deal very much damage early on and absorbing
those puffer-attacks will keep your poison counter down.

Generally, NEVER play your doll without at least one basilisk blood! (unless you have spares and can pay for them)
You would just be asking for Neptune to congeal and shockwave it or Rainbow/Obliterator to grav.pull and kill it
with just a single shrieker.


Hope that was helping you somehow ... Shak'ar be with you.

Offline TheonlyrealBeef

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg183915#msg183915
« Reply #7 on: October 24, 2010, 10:30:30 pm »
It's a great deck, no need for Earth Nymphs and it's very fast. From what I can tell the ai won't target BBed Dolls. Keep that in mind when facing rewind or Neptune with insta doll kill (as tempting as it may be to laugh at the ai trying to cc your doll and fail, they sometimes succeed).

Offline Essence

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184242#msg184242
« Reply #8 on: October 25, 2010, 05:39:06 am »
I just bought this entire deck.  First time I've been below 50k in three months. 

Will report shortly. :)
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

Offline JangooTopic starter

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184254#msg184254
« Reply #9 on: October 25, 2010, 06:14:28 am »

It's a great deck, no need for Earth Nymphs and it's very fast. From what I can tell the ai won't target BBed Dolls. Keep that in mind when facing rewind or Neptune with insta doll kill (as tempting as it may be to laugh at the ai trying to cc your doll and fail, they sometimes succeed).
Yeah, as far as lances, shockwaves, congeal, TU, infection and rewind go, the gods don't seem to perceive Shak'ars
clumsy little puppet as a real danger ... as long as it is already delayed by BB-blood.
Mutation and grav.pull though, will definitely kick in.

Against Hermes, Phoenix, Morte, Incarnate ... I will still play the doll with no BB sometimes to pull some lances or infections early on. Also nice is drawing a spare doll some turns later ... when you have the feeling everything is going well with your main-doll, you can just throw it out there and draw extra heat.  ;)


I just bought this entire deck.  First time I've been below 50k in three months. 

Will report shortly. :)
Hehe, yes. When I bought those 6 basilisk bloods I was thinking to myself "oh boy, you gonna regret this" ...
I would have ever thought this cards turns out to be that useful after all.  :))

Welcome to the tribe ... For the void within our granaries the drought has brought, for the rotting corpses of lifestock that litter our land and for all the diseases that have taken our young and frail ...


Malduk

  • Guest
Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184505#msg184505
« Reply #10 on: October 25, 2010, 05:24:55 pm »
This deck is giving me a headache. It wins stupidly easy when you get your draw; you do your thing, you win. But drawing the combo is a huge issue.

Typical win with minimal cards drawn would be:
1 SN
1 Doll
2 BBs
1 Pull
3 TUs
enough towers to supply TUs

And I'm simply not drawing it.  :(

$$$man

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Re: Shak'ars Revenge (FG-Voodoo) https://elementscommunity.org/forum/index.php?topic=14435.msg184565#msg184565
« Reply #11 on: October 25, 2010, 08:00:19 pm »
When voodoo panic first came out, I started using my own variation
Code: [Select]
6u3 6u3 6u3 6u3 6u3 6u7 6u7 6ve 6ve 6ve 6ve 6ve 6ve 74d 74d 74d 77l 77l 77l 77l 77l 77l 7tg 7tg 7tg 80b 80b 80b 80b 80b
I love this deck, the games are speedy and fun. One advantage it has over yours is that since you lost the sundials, you need some sort of stall, antimatters provide that, which in turn lets me survive long enough to pull off the combo in 60% of cases.

 

blarg: