Vote for the deck that you think should be the next FG deck added to Elements. Vote based on this criteria:
1. How much fun the deck would be to play against (50%)
2. How well the deck fits the "Dark Ages" theme (50%)The community now has a chance to decide what happens in the game. We ask everyone to take this vote
seriously and really think what kind of FG opponent would make Elements a better and more fun game.
Voting for joke decks or really bad/boring decks would only show that we are not up to the task, and we won't be asked for any FG ideas ever again.While every deck has an opportunity to be added into Elements, there are no guarantees for the winning submission of the competition to be added into the game. It will be Zanzarino's decision as to which one will be added.
NOTICE: Several participants had failed to follow the rules before the competition-submission period ended. Below are the reasons and names listed why their FG deck has not been included in the poll:
- Krathos - Did not have a link provided to the FG proposal topic
- The Mormegil - No name for the False God, no proposal thread in the other board
- morningstar - No name for the False God, lack of description for the FG
- Batcountry - No link provided to the FG proposal topic for Repressor
- tikotribe - No link provided to the FG proposal topic for Torquemada
- doomeister - No description for the False God, no link to the FG proposal topic for Agrippa
- DrunkDestroyer - No link provided to the FG proposal topic for Remedial
- MrMojo - No link provided to the FG proposal topic for Draco
- Flash fire - No description for the False God, no link to the FG proposal topic
Also, please read this regarding advertising your entries:
http://elementscommunity.org/forum/index.php/topic,16251.0.html
LIONHEART is a rushing God that brings lots and lots of quick Momentum to the table, and backs it up with healing for both himself and his minions. This should walk right through most CCYB/CHMD type rainbows that rely on Permafrost/Phase Shield and limited healing to stay alive. With both Morning Glory and Titan having the same cost, he won't play one over the other, and I don't see any other major AI problems. The shield-wise defense is almost nil, but what is there will speed up the attack a bit, and a pair of Miracles could make this fight much longer than looks like it will be.
In most games, the Crusaders will end up getting the Blessings, but on the off chance that an Animated Titan picks one up (and it should be the choice to target by the AI if one is in play), it will get spread between all of the new Crusaders that pop up. Trebuchets offer a chance to get in some last-shot damage through any strong shields in case Lobo comes to play -- mostly just to be a pain to any RoL-Hope or Retro-Bonewall decks that take a shot at it.
So anyway, this FG focuses on speed + multiplication. He was made up in the thought that the Dark Ages are remembered as death and genius being lost. My FG focuses on the bright side, after Europe had died, they had a rebirth of knowledge that came at an incredible speed. The element life represents the rebirth of a country along with the speed it rebuilt itself. Time in this FG represents the wisdom and knowledge that came back to Europe after it was destroyed. Gravity represents the force it took and the determination that Europe had to survive such a pandemic. So, I present you frenzy, enjoy.
Trying to put a mechanical-only theme where big machines and dictatorship comes in mind. Though Fractal is a spell, but I rather to look at it as a siren to summon the army horde. Basic strategy is Armagio as defense and Trebuchet to deal damage. Fractal Armagio for chain defense and unlimited supply for Trebuchet. Dragons and Titan as an added damage. Its lack of PC and CC is a good balance. Counter deck needs to rely on PC, constant healing or both. Mutation and dune deck with healing should also work. The game with this FG should be fast - either you'll win or lose fast.
The name? Honestly I thought of druid, but wanted something that sounded better, thanks Essence for finding me a good one
Way back in the dark ages, magic was forbidden. People were superstitious, paranoid and saw everyone as a possible cause for their suffering. Druids were the first to suffer, they were chased down and prosecuted, untill Taliesin rallied the druids to fight back for their "righteous cause", survival.
Now rumor goes the reincarnation of Taliesin has come to the plane of elements.
Strategy is to animate Jade Staffs, endow them with Crusaders and adrenaline everything on the field to maximize healing per turn.
Hecate, goddess of witchcraft and curses. Her name has not been spoken in a long time. She was a vengeful goddess, filled with unending rage. She constantly found some individual who had slighted her in some manner and saw to it that they suffered what she considered the appropriate pain. It was when her fury drove her to attack the other False Gods that she vanished. Defeated and reduced to little more than a shadow of her previous strength, she was no longer a threat to anyone. How was she to take her revenge?
The answer came to Hecate in form of the Voodoo Doll. She wondered, who would think that such an insignificant thing could take down the Gods?
Long ago, there was a village, its name now lost, where people lived a simple and peaceful life. It all began a man had lost his mind - no one knew the reason. But it seemed contagious, it spread like wildfire. Insanity consumed the people in a few days; the peace turned into chaos and mad frenzy. And then, when the last seed of sanity was eliminated, a glorious figure appeared, floating above the earth, followed by a group of fallen druids. It was a goddess, or a being close to it - it was Mania. The crazed villagers gathered around her and worshipped her ever-twisting avatar. And as they worshipped, her druids transformed them all into vile abominations, increasing the army of the goddess.
Although considered only a tale, it is said that she is still out there.
During this time of Chaos within nations, there was an elite group of soldiers who thrived and greatened the chaos. They went in, using chaos to cripple their opponent while they beat them down. The also used trickery and magic, using their opponents attack for their own benefit, while also giving more and more power to themselves using strange and magical ways. If you saw through their tricks, and were about to kill them, they would suddenly become whole again. Peasants cursed and feared them and their ways, praying that they would never have to face the deadly Chaos Warriors. That was hundreds of years ago, and all but one have been killed off. The only one left still seeks to create chaos while he still lives, and will stop at nothing to defeat you.
All humanoids at planet Zyvl hates Steam. Steam destroys their body, take their soul and kills.
The Fake God of Zyvl, Factory learned that. He hired Steam Machines to make that steam. The project was going for years, and when Factory the Fake God was just about to release all the steam, the Real God Clean came and took all the steam. He took it to his lab and did something (that noone knows) with that steam so it attacks Fake Gods, and unleashed the power, so Factory the Fake God fainted. He's been sleeping for a million or two years.
Machine have revived.
Anti-FG-breakdown:
ROL/Hope: It has momentum, and kills fractal
CCYB: Antimatter doesn't really help, so the poison goes through, it becomes a damage race. Seeing as CCYB's damage is ability based however, it has a chance
Voodoll: The lack of creature control doesn't help, and scorpions don't do much damage to GP'd voodoo dolls. Once momentum'd, the scorpions will easily beat the voodoll deck.
Time-bow: The CC of timebow has a good chance of beating this deck, but all of it's creatures are venomous. Your best hope is to mutate away baddies.
Antimatter+Liquid shadow: Liquid shadow locks down this deck. It'd depend how much poison you got before you killed all the scorps.
Fractal+pests: Pests would need to lock down quanta quickly, and triple mark protects against that. If the pests could get out before the god dropped it's combo, they'd have a chance.
As you can see, it's not an easy false god to beat.
At the same time, however, it's a good one to farm. Of it's 30 cards, 10 are pillars, 12 are full sets of cards (2 full sets = good spins), three are rares, and one is a nymph. It's a hard god to beat, sure, but it's worth beating.
A simple but effective deck with good CC and PC, The Inquisitor is the perfect example of Dark Ages. As in the real inquisiton, Aloysius will use everything in his power to find the simple truth: if you dare to challenge the False Gods then you're a heretic...and what you deserve is a long and terrible suffering to...death.
Main combos are given by voodoo dolls + eclipse/rage potion/liquid shadow, but you can die by Fahrenheit too...while Nightmare is a nice distraction to make all more difficult...
Fire Storm could make RoL/Hope useless vs this one, and I guess other FGs decks will have their problems…
This is my entry to the FG design competition. I decided to make this entry a Mono deck, since we do not have any Mono FGs yet. Darkness is the most well-rounded of all elements, possessing damage, creature control, permanent control, quanta denial, creature buffing, self protection, and creature/permanent protection. This deck demonstrates Darkness's versatility by performing all these mentioned functions with a single element. His signature card is Cloak, and chaining them all can protect his creatures and permanents for 24 turns. Inside his Cloak he has Vampires and Dragons for offense, Pests for denial, Steal and Siphon Life for control, and a variety of other cards. This False God should be moderately challenging, not too weak but not too difficult either.
Thoughts on the deck:
This deck might be really hard if it gets a lock down on you early enough. However, since most people play rainbow versus False Gods, nightmare will not ruin you if the Insomnia takes too long to set up. In fact you may get a handful of your own pests competing in a quanta eating contest. I think this would be really fun if nightmare helped you, but it would still be a challenging false god.
Urban II fights with Crusaders, giving them random weapns depending on his drawing and Quanta production, so you never know exactly what you have to fight against from the beginning. Depending on Urbans' draw, you might get an easy fight or a quick beating.
His minions are solely protected by silence. If you don't ask questions, you can't get disapointed by the answer... n'stuff.
The big weakness of him is, that he has neither shields nor any way of healing himself. So a way to deal with him are bonewalls and poison, protected dim shields with thick skinned earth stuff, or simply luck.
In the beginning the light shines bright.. but as time passes, the darkness begins to take root. And in time all is corrupted by the darkness......
(The dark ages seemed to be a time when people's hopes were blocked out by dark and evil acts)
This deck follows that theme. The majority of the cards played in the first turn or two will be Light cards. Then as the game goes on more and more Darkness cards will be hitting the board. The Light cards on the board will also begin to be 'corrupted' but the Darkness cards.
Light Pendulum --> produce Darkness quanta half the time
Crusader --> Endowing a Vampire Dagger
Light Dragon --> Get vampired with Liquid Shadow
Solar Buckler --> Gets replace by Improved Dusk
Steals are in there to keep the theme.
As far as being fun to play... it could be interesting... probably not too difficult. Antimatters and Rewinds would hurt the deck. It lacks any real CC, so creature based decks could play them freely.
The Time of the Great Schism - that first war amongst the Gods of the Elemental Planes - destroyed much of that first civilization. The Great Hall of Time burned in the ash fires of Fire Elementals wrath - whole cities were destroyed in the cataclysm that followed. The Great Library of Wisdom was swallowed whole by the earth and the elemental palaces were cast down. The time that followed was known as the Dark Ages of the elements - the light of knowledge had burned out. One lone elemental watched with horror as the collected wisdom of his people was turning to ash - for days he pondered the problem before coming upon the only solution. He, Magnus, would set out and pillage the minds of his people - all elementals - and record the failing knowledge for future generations.
And so Magnus set out on a path for wisdom little knowing that it would take ages to complete - hardly conceiving that it would be a path that took him beyond a mere elemental and to the doorstep of divinity.
Magnus has learned much since that day - and his thirst for knowledge continues to grow - he has now taken his place as a Lesser Deity - counted among the False Gods of the elemental planes and called - Mind Killer
Named after a character in Finnish mythology, where Louhi is a powerful witch and the queen of the Northland - evil and cold land that locates somewhere far away in the north. Among the powers she has are ability to alter sun and moon rise and set, and transforming parts of the vessel of her troops and herself into a giant flying bird (in the picture above).
The deck is built using cards that aren't used yet in any FG decks, only exceptions being Vampire and Obsidian Tower.
With a passive approach, Iron Maiden restricts your futile movements with Silence. But even if you could move, you would not be able to harm it, as it is as hard as granite--you could say that Iron Maiden has Granite Skin. Once you are trapped in a battle against Iron Maiden, you will face a gruesome death. The spikes puncturing you--though not doing fatal damage--will cause you terrible discomfort. Dying by the Iron Maiden is akin to dying from a Deadly Poison; a slow and painful death indeed. The Iron Maiden will make you will feel as if your limbs are turning into stone. You will feel yourself becoming Frozen, that which you previously controlled could be controlled no more. Just as poison accumulates, the pain will grow into a frenzy of delusion and suffering. But don't worry, the death which you now seek will come soon.
A fitting end for a heretic such as yourself.
Maybe you'll think twice before challenging God.
Since most everyone else is going for a medieval Dark Ages theme, I decided to go in a different vein. This one is based off of Orwell's mentally repressive society and in particular, the Thought Police. With all the Mindgates, the FG uses the player's deck against him. He also uses cards like Phase Shields, Silence, and Purple Nymph to buy him time to setup. Supernovas power everything gotten from Mindgate until whatever quanta producers in the player's deck can be gotten. Dragons are there as backup damage. It can be a little slow to setup, but the double draw will help. Once this deck gets going, it can be hard to overcome.
A quick breakdown of the cards in the deck:
Bone Towers supply
.
Solar Bucklers and the triple mark are the main sources of
generation, as well as some RoLs as an alternative.
Light Dragons are the main attackers. They are quite solid and do a good amount of damage.
Death Nymphs serve a duo purpose with Aflatoxin. They serve as reusable, powerful CC, as well as fueling Solar Buckler to gain large amounts of quick
.
Light Nymphs also serve a duo purpose, they turn your creatures into light emitters, giving even more quanta, and provide stall.
Graveyards use the Nymph's CC to generate tokens as alternative damage. Skeletons can also be used as tokens for Luciferin to take effect.
Miracle provides the main stall in the deck, making it quite difficult to pierce through the god's defences.
Hope comes in later, and supplies an indestructable damage reduction shield, providing more stall, and taking advantage of Luciferin.
Morning Glory is also indestructable, and is used to fill the weapon slot, giving another source of damage.
This deck uses 5 of the "new" cards (Deathstalker, Soul catcher, Schrodinger's Cat, Butterfly Effect, Pandemonium) and 1 rare (Discord.)
Death and Entropy are natural choices for the theme "Dark Ages" as they entail dying and decay.
With the 3x Death mark, relatively low cost of cards, and Schrodinger Cat/Soul Catcher combo this deck should get damage out early and keep building.
Deathstalkers are good for a poison splash and give Otyugh's indigestion. Chaos power either powers deathstalkers or toughens up the cats/condors--either way, a good deal.
Bonewalls + SC make it tough to whittle down 200 hp without creature spam or momentum.
Lots of CC and some PC: beatable, but with bonus deck draws, growing condors, poison and dragons, you probably need a good opening hand and some luck.
Herald the Serf spent most his days wallowing in the filth surrounding his lord's estate. The majority of his conversations were had with wandering insects drudged up by the all too familiar rainfall. The storms were so frequent that hardly an herb would grow upon his designated fields, much to the displeasure of his supervising council. He and his fellow serfs burdened the majority of the blame for such woeful inadequate production and were punished by a reduction of their predetermined share of provisions. Herald knew this was wrong, but at the time was powerless, his voice would not be heard, the council had their minds steadfastly set, what is and what should always be. As long as the persons in charge liked their lives as they were, Herald and his fellow man would struggle for survival. Desperate for aid, Herald ventured out to the neighboring forbidden cliffs, the realm of the behemoths, in hopes to convince them to aid he and the rest of his lower class folk in talking sense to their ruling regime. On the path just outside the most remote village of the kingdom, he encountered a dragon cub, teetering on the brink of death. Herald believed if he were to aid the cub in recovery and return, it may be just what he needs to get the dragon-folk to act on his behalf. That was the last anyone had heard of Herald the Serf, until today...
In a time of war where nothing matters but the bloodshed of the enemy, one group of warriors rose up and took hold of the untamed sky. With their trusty Pegasus they flew up and over the battlefield and dominated. With their bows in hand they tamed the creatures of the sky and rained down misery onto the enemy. Their catapults and trebuchets could not reach the heights they could fly, and the magic was so scarce in these days it was never a worry.
As the battle raged on, the enemy grew smarter in their tactics. Their attacks game slower but more precise as the creatures of the sky would come within range to attack. Our group of Sky Warriors had to devise new strategies. one of them came up with the idea of using great speeds from high above to quickly attack the enemy. Their blitzing proved effective and not long after the enemy fell. When the Sky Warriors returned to their home they were treated as gods for their heroic acts and winning the war.
He's insane. He's a murderer. He's a king. He's insane, he really is. And also his wife is insane.
They're insane, they were told he was going to be king by some witches. They see blood. They see ghosts. They see abominations.
No born by elemental can harm MacBeth.
MacBeth is evil. But he is because he went insane. What's more insane than mutants? His wife helps him, trying to cloak his insanity. But she's not so effective, their cover can be pulverized.
What's darker than a king that makes his way with betrayal and murder?
All hail, Macbeth! that shalt be king hereafter.
The idea behind the deck is pretty much Sky Blitz + Fire Spectres as well as Wings to fend their beasts off. Migrate will probably get out some Fire Spectres early, and start blazing them. As they get more and more damage, a Sky Blitz might prove fatal. Wings ruins many kinds of rushes etc. including lava golem, phase dragon and most Life-creatures. Flying Fahrenheit are really just more damage.
Things that can be considered threats for Migrate are poison, CC and PC to some degree. Still, I consider this a fun, innovative and powerful False God that can prove interesting.
Petrarch (http://elementscommunity.org/forum/index.php/topic,19172.new.html#new)744 744 744 744 744 744 74c 74c 74c 74c 74c 74e 74e 74e 74e 74e 74e 74h 74h 75m 75m 75m 7dg 7dg 7dg 7dg 7dl 7dm 7dm 7f2 7f2 7k5 7k5 7k5 7k5 7k5 7k5 7n2 7n2 7n2
RoL/Hope: The Firemasters can be flung, momentum crusaders are EVIL.
CCYB: Depends on the hand. Antimatter slows it down a lot, but if this deck has a very fast start its very hard to recover from. Pulvy doesnt really hurt this deck too bad because most of the time the titans are being animated. Also if things get close the AI flings the titans and can handle it
Shak'ars revenge: Momentum usually beats it because the Dolls wont take damage from your heavy hitters, no crusader + titan then vengeance is theirs but, firemasters aren't usually fast enough for this combo to really backfire.
Fractal Pests: Really depends on how quickly either goes off. If you suppress them down to the point where they only have firemasters or non-momentum crusaders you have a good chance, otherwise you just get overwhelmed.
LAMS (Liquid Shadow + Antimatter): Can disrupt it a lot, but anything anti-mattered will be launched. So this will probably just end up in boring games which don't really go anywhere.
This deck is difficult to beat, but far away from impossible. It's fun to play, and should be pretty fun to play against.